The title is super fitting. Cool novel concept and the art is hilarious. The hitboxes sometimes felt a little off and it would be fun if there were more/different obstacles.
Hi, nice concept around the avoid obstacle genre. You are sometimes stuck in situation where you can't avoid a wall of fish ? Or am I just not nimble enough ? I also did a game where you descend and you have to avoid elements but with a complete different twist
Nice concept for a control scheme, and it's a bit hilarious that your sub takes damage from fish. Who designed this ship?!? Also, it wasn't immediately obvious that the top-left icons were hits you could take.
@dhim Yeah, that happens sometimes, I wanted to avoid situations like these, maybe if I continue development, I'll tweak the spawning code and add "healers" or sth, thanks for feedback.
I really wanted to collect the fish at first :) Pretty clean art, would love to see bigger field of view, this way it's kinda hard to avoid the obstacle fish.
I enjoyed the concept, but as it stands there is no opportunity for the player to grow as they experience this game. Your options are rather limited and there typically isn't enough heads up of upcoming obstacles to be particularly responsive.
Some considerations if you choose to extend this game: - Notify the player of upcoming fish sooner, or simply slow down the descending speed. - Give the player a means of healing if they earn it (go deep enough). - Give players some choices! If both left and right will cause the ship to get hurt, can you incentivize one path over the other in some other way? - Allow player to upgrade their running speed and/or the ship's move speed.
Apparently, I'm stalking @the-neon-shark in my game playing choices. This is the 2nd one that I've stumbled upon, played, skimmed the comments, and have seen his very useful feedback :laughing: Again, I think his points are spot-on.
Personally, I really like the idea of allowing the player to upgrade the running speed. I think that was my biggest beef with the gameplay. I'd see fish, but it felt like there literally wasn't enough time to avoid said fish. If I could move faster, I would at least have felt like I had a fighting chance. It would have probably been nicer if my sub was a bit higher up on the screen. Because, again, that would have given me more time to react to the fish.
Who designed this ship?! Awesome title ahah I agree with some of the above comments that controls feel very odd at first but after a while they feel more natural. Nice mechanic, leading to really silly mistakes. I also liked the art, especially the little character. Gj!
There is some potential here! I think what it needs to be more fun is another aspect to the gameplay. For example, more than two control options. Perhaps one that makes you move up a little, or down. Or one that makes you move faster in either direction. Difficulty level is another way to improve a game like this. I've come across some games that are way too easy. In this case, it feels a little too hard right at the start.
That's some cursed submarine, on par with the bad volume slider designs a few years back haha! It was really hard to avoid the fish, I wonder if it would be more satisfying if the goal were to collect fish instead of avoiding them?
Yep, who designed this sub? Very fun little game. Fun concept, has that something that keep you want to try again :) Could use some background music. Also sometimes the fish would be placed in positions that there was no chance of survival, adding a short invincibility period would help that
Neat little game with cute character design. I would suggest to add some background to better communicate that the player is moving the ship and not all fishes around it :smile: Nice entry nonetheless!
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You are sometimes stuck in situation where you can't avoid a wall of fish ? Or am I just not nimble enough ?
I also did a game where you descend and you have to avoid elements but with a complete different twist
Some considerations if you choose to extend this game:
- Notify the player of upcoming fish sooner, or simply slow down the descending speed.
- Give the player a means of healing if they earn it (go deep enough).
- Give players some choices! If both left and right will cause the ship to get hurt, can you incentivize one path over the other in some other way?
- Allow player to upgrade their running speed and/or the ship's move speed.
Personally, I really like the idea of allowing the player to upgrade the running speed. I think that was my biggest beef with the gameplay. I'd see fish, but it felt like there literally wasn't enough time to avoid said fish. If I could move faster, I would at least have felt like I had a fighting chance. It would have probably been nicer if my sub was a bit higher up on the screen. Because, again, that would have given me more time to react to the fish.
Nice game,there is undoubtedly room for improvement, but it's a good start.
It was really hard to avoid the fish, I wonder if it would be more satisfying if the goal were to collect fish instead of avoiding them?
Could use some background music. Also sometimes the fish would be placed in positions that there was no chance of survival, adding a short invincibility period would help that
A nice enjoyable game. Well done!