Ludum Dare #57compo
LD57 - Slappy's Reef
Hey, I cut it a little close here.
Short Rundown on Slappy's Reef
Made in Godot, Krita & FL Studio
Slappy is a water skimming fish diver. Gather as many fish as you can and as big as you can within the time limit. Additional time is added and a multiplier is built for each fish you catch, if you catch multiple in 1 dive they provide a little boost to time each.
You can Run, Jump & Dive. Running Faster, jumps higher, Diving higher, dives deeper. Dive at the perfect time to perform a trick. Hold dive while underwater to stay under for longer. Jump while underwater to perform a boosting spin.
Controller (Left Stick + A/X + RT) and Keyboard (WASD + Spacebar + Shift) are supported, and Key remapping is available in the pause menu (Start or Escape)
Dev Notes:
Last minute issues with a godot web export bug meant I had to quickly add in the manul retry, it was a scene reload but that would break only on the web export. The result is some light superficial issues on retry, but so far as I can find, the game is still fully functional.
I hope you enjoy, it was surprising how little the game changed but how nicer it gelt as I built the fluff around it. Anyway I'm about to run out of time while writing the description!
Enjoy,
Scott H
Hey, I cut it a little close here.
Short Rundown on Slappy's Reef
Made in Godot, Krita & FL Studio
Slappy is a water skimming fish diver. Gather as many fish as you can and as big as you can within the time limit. Additional time is added and a multiplier is built for each fish you catch, if you catch multiple in 1 dive they provide a little boost to time each.
You can Run, Jump & Dive. Running Faster, jumps higher, Diving higher, dives deeper. Dive at the perfect time to perform a trick. Hold dive while underwater to stay under for longer. Jump while underwater to perform a boosting spin.
Controller (Left Stick + A/X + RT) and Keyboard (WASD + Spacebar + Shift) are supported, and Key remapping is available in the pause menu (Start or Escape)
Dev Notes:
Last minute issues with a godot web export bug meant I had to quickly add in the manul retry, it was a scene reload but that would break only on the web export. The result is some light superficial issues on retry, but so far as I can find, the game is still fully functional.
I hope you enjoy, it was surprising how little the game changed but how nicer it gelt as I built the fluff around it. Anyway I'm about to run out of time while writing the description!
Enjoy,
Scott H


Comments43
@javasaurus yes, there is quite a lot of underwater clutter, and the fish in particular are using a godot's Multi-Mesh Instance, which I don't expect will work (or at least not performantly) without hardware acceleration as it's specifically a gpu feature, the particles are also gpu particle systems, which I expect work similarly under the hood.
I'm glad it could work after all though, I was worried come submission time that I might have had too much graphics stuff to work well in browser
Given I've been playtesting it a lot, here are tips for getting longer better games: you catch fish quickly to get a multiplier going, then catch big fish by doing deep dives. There are far more small fish near the surface than big fish in the deep, so to get the multiplier and crank your time up, shallow dives with a quick underwater boost (jump while underwater) will help you cover distance through the crowds and grab a fish. You also score the fish the moment you dive, so if you think you can get another fish quickly, dive as soon as you leave the water to minimize the time wasted in the air. Running on the water and diving can get you a very quick shallow dive too.
Some after-play:
The rotation of the camera follows a little slowly, the underwater is a little hard to see, and the music is fun
The world has such a groovy feel, beautiful modeling, and the animations and feedback feel great!
Well done!
A bit of crit:
It took me a while to understand the goal, the fish seemed like visual props to me so I thought the goal was to go through the white circles in the water. The fish catching mechanic itself was a bit quirky too, but I can easily see how it could be better if you had more time to put into it!
My browser kinda struggled with this game a little bit, especially during the first jump, then then it got back on track and ran alright, except for some slight audio tearing. All in all, I would say great job with this one!
Игра ничем не перегружена, минималистичный стиль хорошо вписывается и музыка тоже не надоедает со временем. Однозначно 1000/10, бро, скорее всего даже оставлю вкладку в закладках и буду периодически возращаться чтобы убить время😈
@otsvar thankyou! If it interests you I've not long made a blog post about furthering development, if you think you might revisit the game in future, I'll be looking at improving it over the next few weeks to apply polish where time wouldn't initially allow 😄
The post-jam blog post is here: https://ldjam.com/events/ludum-dare/57/ld57-slappys-reef/slappys-reef-the-post-jam-plan
The visuals look fantastic. Love the main guy but the water looks GREAT. Super refreshing in the same way as Mario Sunshine :) You did really well with the sound too. I like the music, the water sounds nice, it all comes together super well.
This is also a really neat type of gameplay that I can't imagine anyone else is going for. This feels like tony hawk. SUPER cool with the dive/jump leading to different tricks and such. Love the water walking. This is just a solid basis for a really fun game.
That said, I really don't think the fish collecting stuff is fitting here. The fish are pretty tiny, quite hard to see especially from a distance, and often collecting them is accidental. This is less of an issue with the idea on its own, and moreso because you put it in a game where you have me flying around doing tricks and having fun. It's unwieldy and quite difficult to intentionally go for fish and do what I'm supposed to.
If you continue to work on this game, I hope you try taking this sick control scheme into a bunch of game modes. Make a racing mode, a "trick-off", there's a lot of simple stuff you can combine it with because the bones of the movement is awesome.
I think it just in this case happened to clash with the core fish catching objective. Maybe if the fish were bigger, less numerous, and had a larger "hitbox" it would have felt better. But it also may be a skill issue
All in all great stuff. I don't mean it any way backhandedly when I say "phenomenal potential". Super stylish, solid in many aspects, and a really solid foundation. Just the core objectives were not clicking with me. Regardless, I had a lot of fun, especially when I ignored the points :). Great job
I have plans for future development and part of it is expanding the movement, and overhauling the underwater movement and fish, to make it so instead of the fish retracting from the juicey movement, they add to it, I'm thinking expansion of the surface running too to allow for momentum building and a more fish catching friendly torpedo dive, I want to lean into that tony-hawks feel, where your speed and tricks help you score, so the way you are incentivised to play is the funnest way!
Honestly brilliantly helpful feedback, I hadn't thought to compare it to tony hawks, but the idea recontextualizes the design goals in a great way for future development, thank you very much!
Now that I think about it, I have a suggestion. Instead of collecting fish by touching them, you should instead do it by performing tricks next to them. Each trick has a larger hitbox that "collects" all nearby fish, who then follow you around because they're so taken by your skills :)
Something like this would be a good way to lean into the whole trick thing, while also complementing the fish mechanics. Makes the player want to land their tricks next to a bunch of fish, and you could have bonuses for multiple fish in a single trick. This also gives reason to chain tricks together for larger and more powerful finishes