Fizzy got stuck exploring a cave. Why must adventure be what she crave'? Better help her out, or this place may become her grave!
The little fish got lucky this summer was so very hot. The shrubbery she got stuck behind was carried by the water, and once enough of it dried out, there is finally enough room for her to sneak out, after months of waiting! But now the cave isn't underwater anymore like it used to be - there are just little water pockets, and Fizzy can't survive for long outside of them, so she always has to make it to the next one quickly. The deeper she goes, the closer she will come to reaching her lake's full body of water - and the closer she will be to reuniting with her family.
Controls: - Arrow Keys - R to restart - Q to change zoom level
Changelog: - fixed a crash on Mac - made the game run at the same speed on all monitors - fixed broken input on high refresh screens - removed jitteriness on high refresh screens
The gameplay is actually really fun and punishingly difficult. I had a lot of fun with this but I couldn't beat it because there was a certain jump that I just couldn't get after like a hundred attempts.
Challenging and fun. Animations felt good, and the land movement was learnable (if a bit quick). I'd probably look to slow down the land movement a bit, and probably give the player either a half second to see where they died, or a ghost where they died, since the gameplay is otherwise so fast.
Art could use a little work, you want your damage zones to contrast with the rest of the game as much as possible. The bouncy mushrooms were a good example of this, and I wish the thorns were as bright. Loved the fish flapping anim though.
A very nice game! Found it quite challenging, though, and got stuck at a place where I can't proceed without hitting the red thing that kills you. The controls felt weird yet very smooth, the atmosphere is very nice. Great job!
As a long time user of LibGDX I wanted to play this game but unfortunately it fails to start.
openjdk version "1.8.0_282"
```[LWJGL] GLFW_PLATFORM_ERROR error Description : Cocoa: Failed to find service port for display
Stacktrace : org.lwjgl.glfw.GLFW.glfwInit(GLFW.java:827) com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.initializeGlfw(Lwjgl3Application.java:81) com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.(Lwjgl3Application.java:88) basecode.mycactoos.game.app.AppObj.start(AppObj.java:27) ld48.Mainclass.main(Mainclass.java:27) Exception in thread "main" java.lang.ExceptionInInitializerError at org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:1842) at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createGlfwWindow(Lwjgl3Application.java:450) at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:394) at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:380) at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.(Lwjgl3Application.java:108) at basecode.mycactoos.game.app.AppObj.start(AppObj.java:27) at ld48.Mainclass.main(Mainclass.java:27) Caused by: java.lang.IllegalStateException: GLFW windows may only be created on the main thread and that thread must be the first thread in the process. Please run the JVM with -XstartOnFirstThread. For offscreen rendering, make sure another window toolkit (e.g. AWT or JavaFX) is initialized before GLFW ```
You should really look into using the HTML5 target and make the game more accessible in that way.
I will try on another computer later.. As I said long time user and fan of LibGDX so it's worth the effort :)
I was able to get the game to run by using the Oracle Java 8 JVM for Windows (didn't try openJDK).
The game really makes you feel like a fish out of water. I think this game could really use a camera drag margin. It was very jarring to have the camera fixed on the fish and shake rapidly up and down. It made it hard to see, especially with how fast the fish is.
While the idea is good and the gameplay could be fun, I find that the game is simply too fast. Did you forget to use delta time, or was this by design? I couldn't get over a certain jump on a high refresh screen, no matter how many times I've tried, because I couldn't react fast enough to jump on the bouncing platform in the middle of a pit.
The art style was really good though, and I enjoyed the sounds! Please don't take the criticism too harshly, it's just that this one thing prevented me from getting further into the game. Still, for a jam game this is surprisingly complete and well playing. I enjoyed how the fish thrashed about on land :D
@sneakylemon I was able to reproduce that small jumping and I fixed it by limiting the fps to 60. I seem to have introduced a bit of stuttering that way somehow, but it always went away for me after a moment (and 60Hz monitors still use the old solution) so I hope it's not too noticeable. I hope everything works now...
@zathnic yes the .jar-file worked now :) Nice and relaxing game. I liked the animation of the fish. q for zoom level did unfortunately freeze the game for me but not big issue.
Not to be that guy... but the jam rules says you have to opt-out from graphic or audio categories if you are using 3rd party assets.
And some extra score for using my old favourite java library :)
Excellent game! I love the graphics and the music. Gameplay is super engaging, and a really creative take on a platformer. It's also really hard, a few sections took me 20+ tries and I eventually gave up. But, well, it was engaging enough that I tried 20 times =) The atmosphere is great, with the audio and different mechanics making it clear that you're not supposed to be outside the water.
There's a bug with the inputs, sometimes an arrow key doesn't work. Maybe if you hit e.g. up and right at the same time? I'm not quite sure, but sometimes the inputs are funky. Also, occasionally the bouncy flowers don't bounce me any higher.
Brilliant game with a very interesting movement mechanic. However, I had to give up after a few stages as I just couldn't cope with the chained bounces over a pit of doom with the controls being as quick as they are.
I tried playing your game however the game did not recognise the button presses something like 80% of the time. I don't know if you have a fix for this bug but the game was nearly unplayable.
I decided not to rate overall and fun, since I can't really rate that without the controls working properly
I'll post my attempt of a playthrough on Youtube once it finished uploading
@ausstein Sorry about that. Do you have a monitor with a high refresh rate by any chance? I think it might have something to do with that. I made a small adjustment which I think should fix the issue (even if the refresh rate isn't the problem, it still might fix it). Can you download again and see if it works now?
Thanks for the feedback so far, glad you at least liked the concept, even if there wasn't much to say about the gameplay so far. The dissonant flute is actually intentional, but I can understand not everyone liking it :P
@zathnic yes my monitor runs on 144Hz. I'll try downloading again later then. Yeah as a joke the flute is maybe ok, but constantly listening to it just hurts my ears :sweat_smile:
The game looks good and the sounds is good with it. The fish looks really good and has great animation! Maybe you should add more contrast between the tiles (It's kinda hard to tell the spikes apart from other plants). I got stuck for a long time at a part where a bounce flower would bounce you up to the exit, but would always bounce me to high into the spikes.
The difficulty is well-balanced. The people who manage to make it to the end really deserves it and I suppose it grant them a really great feeling of satisfaction. It was too hard for me, I stopped at the last checkpoint. Many thanks to @ausstein who shared the playthrough, so that I can realize I was not so far from the end.
Air control is a little frustrating, but it's a good idea. It gives you a continuous alternation between the stress feeling while in the air, and security feeling while in the water. Exactly as a fish would have (I suppose so).
It is also a good idea to have put hurting spikes in the water after some checkpoint. It modifies the gameplay you initially established. At start, you alternate between stress-air and calm-water, then you alternate between stress-air and not-so-calm-water. A nice evolution.
I loved the sound when the fish comes back to water after a long time. She takes a deep "breathe". Very funny for a fish.
Nice graphics, but as others said, the difference between spikes and safe blocks should be more marked. Also, I find the dark shader a little too dark.
I like the concept of the fish bouncing around out of water. Some of the challenges were quite fun.
The physics when bouncing around felt a little bit on the slippery side, especially since there was no friction - once you start moving, you keep moving, and acceleration is pretty fast.
Sometimes I would land on the bouncy flowers but not get bounced high... I wasn't sure if this was a bug, or if it was intended that you had to bounce on a specific spot. This was sometimes frustrating in the challenging bouncy sections because I'd *think* I did everything perfectly but then I would fall to my death because I didn't bounce high. I ultimately decided to call it quits early due to this and the somewhat slippery controls.
Fun game overall, though. Could be really awesome with some more features and some polish.
Comments33
```
Watery Crave>java -jar ld48.jar
```
might help to add instructions at the top!
overall really nice game, very smooth, good graphics, music and sounds. The level design was challenging, and intriguing! Nice work
Art could use a little work, you want your damage zones to contrast with the rest of the game as much as possible. The bouncy mushrooms were a good example of this, and I wish the thorns were as bright. Loved the fish flapping anim though.
openjdk version "1.8.0_282"
```[LWJGL] GLFW_PLATFORM_ERROR error
Description : Cocoa: Failed to find service port for display
Stacktrace :
org.lwjgl.glfw.GLFW.glfwInit(GLFW.java:827)
com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.initializeGlfw(Lwjgl3Application.java:81)
com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.(Lwjgl3Application.java:88)
basecode.mycactoos.game.app.AppObj.start(AppObj.java:27)
ld48.Mainclass.main(Mainclass.java:27)
Exception in thread "main" java.lang.ExceptionInInitializerError
at org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:1842)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createGlfwWindow(Lwjgl3Application.java:450)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:394)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:380)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.(Lwjgl3Application.java:108)
at basecode.mycactoos.game.app.AppObj.start(AppObj.java:27)
at ld48.Mainclass.main(Mainclass.java:27)
Caused by: java.lang.IllegalStateException: GLFW windows may only be created on the main thread and that thread must be the first thread in the process. Please run the JVM with -XstartOnFirstThread. For offscreen rendering, make sure another window toolkit (e.g. AWT or JavaFX) is initialized before GLFW
```
You should really look into using the HTML5 target and make the game more accessible in that way.
I will try on another computer later.. As I said long time user and fan of LibGDX so it's worth the effort :)
The game really makes you feel like a fish out of water. I think this game could really use a camera drag margin. It was very jarring to have the camera fixed on the fish and shake rapidly up and down. It made it hard to see, especially with how fast the fish is.
The art style was really good though, and I enjoyed the sounds! Please don't take the criticism too harshly, it's just that this one thing prevented me from getting further into the game. Still, for a jam game this is surprisingly complete and well playing. I enjoyed how the fish thrashed about on land :D
I have to say that it is a bit to difficult for me, but what i saw was great
freeze the game for me but not big issue.
Not to be that guy... but the jam rules says you have to opt-out from graphic or audio categories if you are using 3rd party assets.
And some extra score for using my old favourite java library :)
There's a bug with the inputs, sometimes an arrow key doesn't work. Maybe if you hit e.g. up and right at the same time? I'm not quite sure, but sometimes the inputs are funky. Also, occasionally the bouncy flowers don't bounce me any higher.
- Good sfx and really nice background music
- Easy to learn, hard to master!
- Nice graphics
- Did find the sprites (esp those spikes!) a little dark to see sometimes.
- Definitely a challenge to control!
I tried playing your game however the game did not recognise the button presses something like 80% of the time. I don't know if you have a fix for this bug but the game was nearly unplayable.
I decided not to rate overall and fun, since I can't really rate that without the controls working properly
I'll post my attempt of a playthrough on Youtube once it finished uploading
Thanks for the feedback so far, glad you at least liked the concept, even if there wasn't much to say about the gameplay so far. The dissonant flute is actually intentional, but I can understand not everyone liking it :P
The fish looks really good and has great animation!
Maybe you should add more contrast between the tiles (It's kinda hard to tell the spikes apart from other plants).
I got stuck for a long time at a part where a bounce flower would bounce you up to the exit, but would always bounce me to high into the spikes.
Air control is a little frustrating, but it's a good idea. It gives you a continuous alternation between the stress feeling while in the air, and security feeling while in the water. Exactly as a fish would have (I suppose so).
It is also a good idea to have put hurting spikes in the water after some checkpoint. It modifies the gameplay you initially established. At start, you alternate between stress-air and calm-water, then you alternate between stress-air and not-so-calm-water. A nice evolution.
I loved the sound when the fish comes back to water after a long time. She takes a deep "breathe". Very funny for a fish.
Nice graphics, but as others said, the difference between spikes and safe blocks should be more marked. Also, I find the dark shader a little too dark.
The physics when bouncing around felt a little bit on the slippery side, especially since there was no friction - once you start moving, you keep moving, and acceleration is pretty fast.
Sometimes I would land on the bouncy flowers but not get bounced high... I wasn't sure if this was a bug, or if it was intended that you had to bounce on a specific spot. This was sometimes frustrating in the challenging bouncy sections because I'd *think* I did everything perfectly but then I would fall to my death because I didn't bounce high. I ultimately decided to call it quits early due to this and the somewhat slippery controls.
Fun game overall, though. Could be really awesome with some more features and some polish.