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| Timestamp | Since previous | Game | Doctor_Zeus's comment | |
|---|---|---|---|---|
| Oct 10 05:00:39 | Come Shell or High Water | ♥ 3 | Nice work! I'll echo the praises of the folks who've already commented, especially in terms of the sound, art, and how smooth the whole presentation was. The bubbly visuals were nice for transitions, menus were appealing (which isn't always the most exciting thing to work on) overall level of polish felt really high to me for a jam game. I think the gameplay itself was pretty neat. The things I could do weren't too wild (walking around, jumping, pushing stuff around - feels conventional and familiar as far as 3D physics-ey platforming goes) but the theme was integrated with those fundamentals really effectively. One of my favorite features was how my vision was restricted when the water disappeared. It got me into a nice rhythm of going into "scout mode" as soon as my vision cleared, whether to find another hat or pick out my next landmark to tackle. It's a nice contrast to the "do stuff mode" of water, the time when I can jump and scoot things around properly. One thing I noticed is that my interest in exploring the different locations and landmarks I could see outweighed my interest in fish-gathering pretty quickly. I don't think it's necessarily a problem, per se (it's more of a testament to the visual appeal of the pillars, boxes, and lego-style monoliths in the distance) but I think as-is it's not really reeling me in (ha ha). I can imagine some different ways the fish could be made more meaningful, but maybe it's right for the fish to gradually fade into the background. It shows how I've grown, no longer a crab with sights set on the fish flopping on the sandy seabed. No, I look to the pillars in the sky and dream of the day I can reach the sun. And maybe a nice pineapple hat too. |