Maybe try the new v0.1.2. Not sure if it will work.
kyboon
Creator of
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Ok I'll look into this. Please let me know more info to help the debugging.
When I swap monitor, the background turns black on my main monitor, and clicking on the black part make it transparent temporarily, and click on on the cat/book makes the bg black again. Restarting the game fixes it for me. Does that happen to you all?
What's the OS (Win7/8/10/11)? What's your Graphics card? Resolution? Single or multi monitor setup?
Overall atmosphere is very good, the cloud/fog are nicely implemented.
The flight direction is based on the hammer rotation, not the hammer-player relative vector, which is a bit weird imo, but I got used to it pretty quickly.
Some particle effect, sfx and haptic on the hammer while flying would be great.
Liked the art style. Controls and goal are pretty intuitive.
One thing that keeps bothering me is that the fish takes a while to spawn when I get to certain depth. Even on some places that I passed through, the fishes spawned are already de-spawned when I get back there. That really slowed the game down a lot.
Also the game over criteria is a bit too harsh, one mistake and all efforts are gone. Pretty devastating especially in later stage. I'd prefer that when the characterran out of oxygen, it respawn on top of the ice with the fishes and money gone. Less punishing that way. Unless the roguelike approach is what you want to achieve, if so ignore this suggestion.
Let's start by what I like: The mechanics, it's definitely an interesting concept, and a creative take on the theme. The game is quite polished in some places, for example the animation of the tutorial guy talking, the fall and get up to look around animation, etc.
As many has mentioned, it's way too hard. I spent more than 15 minutes to get past the tutorial, and was greeted by a harder level, very discouraging honestly.
So here's some suggestion I think could make the game easier:
1. Slower time / weak gravity, to make the platforms fall down slower so player can have time to response and freeze it at the place they want. This will make the it more of a "play with your brain" game instead of "play with your reflex" game. Unless the latter is what you're going for.
2. Preview for what's in the past/future, sometimes I get really lost and forgot which time is the one I want to travel to.
3. Tutorial needs to be improved, possibly split into smaller chunks, don't try to make the player learn everything in a level.
4. A way to schedule the time changes (basically a macro? player can hit a key and it automatically plays J 2 secs later, then L 2 secs later, then K, etc). So the player won't need to control the character movement and time travelling at the same time.
I understand that this is a game jam submission and every thing is done in a limited time frame, so those above are just suggestion instead of criticism. Good job for the amount of work done in 7 days.
The WebGL build doesn't work properly, my mouse gets out of the window so I can only have like 30 degrees of rotation. The executable works pretty good, surprised that it supports ultrawide aspect ratio.
The controls/movement feels a bit janky, are you using physics based movement?
Spring pad is hard to use, I suggest using a "jump zone" where it doesn't actively launch player into the air, instead it makes player jumps higher, so the player gets more control on it.
The plain color background is hard to look at, and doesn't provide much visual feedback on the movement, largely because the room is so empty, and the lighting setup enhanced it. Perhaps some texture on the wall would help.
The levels, although some are a bit too obvious as a "puzzle", some are quite interesting and fun to figure out. I do understand that this is a game jam, and people pretty much just give up if it's too hard, so it makes sense that you choose to babysit players on the earlier levels.
The conveyer belts and platforms on top of the room, I feel that they are too high for player to see what's on it. I suggest you to lower it so that player still cannot reach it, but can see more of it.
Pretty polished UI and settings, few games on the jam get them to this much details.
Wow, just wow. Such a polished game, and you did this in a week? Bravo!
I was a bit skeptical about the "Use headphones for the best experience", but I glad I followed the tip.
The art style and audio together made a very "deep water exploration" experience, which very much adhere to the theme.
The gameplay part is also very good, the risky and hostile aliens and environment gave the exploration experience a boost.
If you told me this is a game ready to be sold I would've believe it. There's a lot of game on steam that are less polished than this game. Great job!
Seems easy at first, but gets hard as the game progress. The increased speed added so much risk to bumping into walls. And you can't really move slow and cautiously as the time is limited each dive. And because the time is limited each dive, you'll want to increase the speed. Really nice synergy between the mechanics to create a challenging situation for the player. Well done on that!
Also I liked that you have to learn the path, feels like you're progressing the game not just in upgrade numbers but also in memory itself.
The feedback on the mining action is spot on! The sound effect, the subtle screen shake, even the selection box shakes a bit. Definitely a satisfying mining experience.
The goal of the game is a bit vague, simply "get better upgrades" doesn't attract players to pursue. I suggest adding some milestones as short term goals (like a quest), like how deep the player has gotten, how many gems they've obtained, etc.
Good job on the game!
Ok, everyone makes mistakes. Played the actual game and rated, loved the interaction between protagonist and the sister. Got the vibe of role playing with your baby sister. Great job!
Oh btw, I think it's best to take down the webgl build on the wrong itch page (so ppl won't play the wrong one), and also put a link there so you can redirect them to the actual itch page.
At one point I search through all the map and still not finding the destination, then I realized that some island will never appear until you reach next stage of upgrades (I assume? or you can only discover one new island each run?), which is kinda disappointing.
The sound effect of the blasting and hitting cannon is on point.. chef kisses. Even the combat is static, that alone makes it much more interesting.