jumbocactuarx27 2025-04-07 23:30
My kids liked the fishies trying to swarm them. Good first effort!
Foon → Ludum Dare Explorer → LD57 → DepthsHouse
By ibandurist
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 295 | 2.57 | 30 | |
| Fun | 254 | 2.80 | 30 | |
| Innovation | 301 | 1.96 | 30 | |
| Theme | 267 | 2.75 | 30 | |
| Humor | 102 | 3.05 | 30 | |
| Mood | 249 | 2.85 | 30 |
My kids liked the fishies trying to swarm them. Good first effort!
FIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIISH... that is all thank you
@jumbocactuarx27 Thank you for the feedback! I'm really glad that my humble creation was able to bring you some fun!
The cover photo is heck of an eye catching.
I enjoyed the bizarre aesthetics!
I liked LSD fish! The models, texture and animations are really well done (have you done them yourself in this jam?). The movement felt good
I think sound was really missing, and also some feedback for the shooting. The game is not difficult, other than the fact the fish can just catch you from behind
Overral, very impressive first entry
Really nice looking. I love the colors, especially that psychedelic restart button! Firing rockets was pretty fun too.
Since the goal is to survive as long as possible, the game might be improved by displaying a timer to give it a score to track and beat.
Great submission for a first game jam! 48 hours is a ton of pressure, my first jam was a whole week so I had more of a soft landing.
The visuals are great, it's fun to hit the fish!
a bit of criticism:
- The fish spawn positions didn't make much sense, they could spawn on top of the player and that's it? - Addition of points and health could have made a major difference.
Overall great submission!! Well done!
@atsh Yes, unfortunately, I didn't have time for sound. It's quite funny because I'm a sound designer by profession and I create and record sound for games professionally. But I’ve never worked on such a complex task as making a game, especially within 48 hours, so most of the time went into developing mechanics, logic, cleaning up mesh models in Blender, and animating the fish. I used bone animation in Blender for the fish animation, then imported and set it up in Unity.
The fish model and its texture came to me while I was sketching character ideas. I immediately wanted some nice coral shades, and then I thought it would be cool to combine tropical fish with LSD aesthetics. So I sketched this art on paper with a pen and markers, and then used AI to turn my drawing into a 3D model. I had to clean up a lot of extra junk from the mesh, but I'm very happy with the work I’ve done.
I also wanted to add recoil for the gun and effects when bullets hit the fish and objects, but again, I ran out of time due to the tight deadline. So I quickly put the project together with what I had.
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@ibandurist wow thanks for sharing! The drawing does look very similar to the one in the game, great job and amazing/scary what ai can do!
Ha-ha! It was so fun to play it!
I have to say — it looked really good for a Compo game! I think it would’ve been even better with more comfortable controls. For me, aiming felt kind of messy 😅 so I mostly just ran around trying to enjoy the view!
@captandrey Thanks for the feedback! If aiming feels uncomfortable, you could focus less on precise shooting and just spam rockets. That way, you'll definitely hit the fish crowd and also enjoy the fun visual effects of explosions, flashes, and flying bubbles. Regarding the controls — thanks for pointing it out! I also think it's a good idea to slightly reduce the camera rotation sensitivity and make the crosshair more visible. It might also help to increase the torpedo speed, so the delay between shooting and hitting is shorter, giving a better sense of control. Thanks again!
@benski I completely agree with you! I really wanted to develop all of this further, but I had to wrap up the project in its current state to meet the deadline. I have many ideas for how to develop the game further, but a Compo is a Compo. You have to stick to the time constraints 😅
Fun, the fish are so unhinged, it is great. the controls lack feedback, did I run out sprint?, having my body caught up in the swam and tossed around was a unsettling feeling.
This game is wild, I love the crazy graphics. Really fun and I spent longer than I thought just shooting at the little fishies.
It is a very good result with marvelous LSD aesthetics! I love how smoothly it feels and how consistently this aesthetics looks. Making such a result under such a small time constraint is a great accomplishment. Congrats on that, and I hope I will see even more from you! :3
Your game is happy yet terrifying!
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@hijomo No no, you did great! The reason it seems off is because originally, in my concept, this was supposed to be a sprint mechanic that worked more like nitro in racing games. When I envisioned the main character, I imagined a diver with an underwater jetpack that allows him to swim around. That jetpack was supposed to have something like stamina or a charge level. So when the fish surround you and there's no way out, this kind of sprint would help you escape certain death. Of course, I never actually implemented it in the current version, but the sprint mechanic remained — and now it feels unintuitive. Thanks for pointing that out!
The fish model and animations are absolutely stunning. Watching it curve and swim toward you is a whole new kind of delight!
Funny game))) The fish look like clowns, with the same facial expression — kinda smiling, but also scary as the devil)))
It was funny for a bit. But the spawnrate was a bit much. I missed the audio. That could have made it a more intense or whacky experience. But all in all a good entry! Congratz, you already won by finishing. Thanks for sharing your link, had fun playing it on stream!
What a terrifying fish model! The second face on it's face is a nice touch! Could definitely use some more mechanics, but considering you are new to unity and the time limit I understand the simplicity. Good job!