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Skosnowich

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A member registered Aug 29, 2016 · View creator page →

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Oof, one other comment stated as well that the performance was bad on their laptop. I certainly didn't optimize much and didn't care much about performance, because I thought that it shouldn't really matter for this kind of simple game. 😅

Out of curiosity: may I ask what specs your laptop has? Is it like super old/bad or just recent low/mid-tier and normally should be able to run such kind of game? 😬 (EDIT: Okay, nevermind the question. Just checked again and the game brings my GPU to 50%, it's a 1070TI. That certainly shouldn't happen and is totally on me, fully ignoring optimization, sorry for that.) EDIT2: Brought it down to like 7.5% in 15min with some changes that don't affect the visual look at all. Well, I definitely should have looked into this at least for a second. 🤦‍♂️

Thanks for your nice words, of course!

Hey, thanks for the comment. Removing the shadows of the arrows is really a great idea, that increases the readability a lot. I didn't notice it before, but looking at it again, with shadows it really looks like all arrows are there twice.😄

Nice short story, although I didn't really have the feeling that my choices had any real impacts besides the attributes on the bottom (played it around 3 times). But maybe that is the morale of this story, that your choices don't really matter because you're set on a rail. 🤔

It was my 17th delivery when the UnderWay-company laid me off. After working so hard and spending all my well earned money into equipment for the job and even running into debt, just so I can make the customers happy... All it takes is a minor delay of 0.5 seconds, only once in my whole career, only once I failed and the company drops me like a hot potato. It's really hard to find a new job as a specialized delivery diver for underwater paintings, how will I ever be able to pay off my debts of 26$?! 😭

Fun game, I really like the artstyle and the small background lore!

I broke the game 🙈 You can still place tiles when the path is evaluated which leads to the path being evaluated multiple times at the same time and counting all the points together. This makes it pretty easy to reach high points, but the level end screen also is displayed multiple times and then the game is braking completely. 😅

Besides this I really like the concept of the game. It would be nice to see your whole deck at some point so you can better decide what to place, and also what to discard between levels. Well done!

Besides my ears bleeding as that main menu music blasted my ears off, I really loved this game! The humour with breaking the 4th wall was great and you had something up your sleeves for most of the dumb choices I made. Good thing, that I abused that chest, else the end fight would've been hard (of course I chose the meaningful choices in my first run through the mines). I really wanted to use that pickaxe in the fight, but weren't allowed to, this made me a little bit sad. Great job!

I think I was on lap 5/3 when I fell off the race tracks and noticed that I might need to go through that little gap in the track to continue the game. 😅 It was pretty quite after the intro song, but that song did contribute pretty well to the race feeling. Personally, I don't like this pixelized 3D-look, but I think its well done. Nice prototype!

Fun little game, my highscore is 606. It was a little distracting that the rail texture didn't loop perfectly, but periodically jumped. Also the hitboxes sometimes seem a little bit too large which was especially annoying when you switched right behind an obstacle.

All together great job!

Nice small game, where everything fits together quite well. The difficulty of the hints was varying quite heavily. Sometimes the hints pinpointed directly to one person by stating the wagon and excluding everyone else on that wagon by name, and sometimes the hints forced you to play a game of memory of all the people on the train.

But all in all nice work!

On their way to the south the geese got lost so often that they just resigned and waited for their winged guide to pick them up, not knowing that they only had a few meters left on their voyage.

Thanks for playing and your extensive feedback! Many things are unfinished, because I took a pretty relaxed approach to this jam. Improving the camera and with that also the orientation was on my list, but there was no time left. The counter was only added like 15min before the deadline, and just after I submitted the game and showed it to my wife, she mentioned the same problem as you described, but it was too late then. 😅

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If you hover over the time, you see the time in UTC/GMT. According to that, it seems to be 11AM UTC currently (living in GMT 2).

Great homage to Insaniquarium and evenly addictive. I couldn't figure out a lot of those fishes yet, for example my aquarium was flooded by pills no one wanted to eat and that blue fish didn't want to eat anything yet. I just refreshed the browser window and saw that there are other kinds of fish - are those random? So maybe I got combinations that don't fit well together?

I think the core gameplay loop and mechanics work great. I would've liked it more if the other kind of fishes were gradually introduced, instead of unlocking them all at the start. Maybe that way it would be easier to learn what those fishes like. In my opinion it's great that you don't have something like those pesky aliens attacking now and then like in Insaniquarium, those were really stressful. On the other hand I missed those little helpers you could get after some time, e. g. the snail to collect coins or I think there also was some auto feeding mechanism.

All in all great entry with lots of potential to build upon.

Oh, probably .NET framework needs to be installed - most computers already have that installed from other games as well.

If you are interested to play the game, we could investigate further, if you don't want to take that effort, I can understand as well.

If you want to get an impression of the game, I made a full gameplay video:

This was a fun experience, really felt good. I think it'd be nice if the text speed was little bit faster, because it felt really slow, especially the opening crawl. The artstyle in the intro feels a little bit inconsistent as there are different pixel sizes, but the artstyle in the rest of the game feels consistent again. The parallax background bugged out for me, so that I often had no background on the right side of the screen until it plops in.

I found the crab running with you and holding up that shield really great. The little banter between all the characters was also cool and made the game feel alive.

Just tested again, I overestimated the range of the stun by a lot. :D If I am right next to shrimps they get stunned.

Very cute racing game. The visuals are great the music and sound is fitting perfectly and the gameplay feels well polished. Had a good laugh as I bumped into something the first time and my fish spun around like crazy. The controls are really fun as soon as you get the hang of it. I think the checkpoints might be a little bit too small, so you missed them really closely sometimes.

Thank you for your nice feedback. :)

Thanks for the feedback and nice words. Interesting that it lags when the shark attacks, actually it doesn't spawn, it's always in the world and swimming around, so maybe something in my chasing logic is too performance intensive - gonna have a look at it

Thank you very much for the feedback, great that you got all the achievements, happy to see that somebody really explored everything! I am happy that the achievements felt rewarding. Maybe I should put a disclaimer somewhere that this is not a horror game. :D

Didn't read the description, so I just expected a platformer, but was surprised by a puzzle game ( platformer). Really great entry, sadly I didn't finish the game yet, because I was stuck in that relatively open area with several enemies and I didn't get how to beat them. Can you even or do you just have to outrun them?

I found the mix of platforming and puzzling really great and the level design in general as well. The puzzles had the right difficulty, not too hard but not too easy either. I was a little bit annoyed that you couldn't just hold the mouse button for bringing that water down on the stones. Repeatedly clicking was tedious.

Had lots of fun playing, even though I didn't beat the game (yet ;)).

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Great game - is it inspired by "Feeding Frenzy" by any chance? :D Had lots of fun with this game (like I also had with Feeding Frenzy in the past).

The backgrounds of the first two levels were a little bit distracting, because it also had a lot of fish, making it hard to distinguish between "real" fish and background fish - this was especially the case for the first background. Sometimes I had the feeling that bigger fish spawned already inside of the map and not outside of it which resulted in an insta-death for me - I mean in the end it's my fault for staying too far at the border, but still.

The turning felt a little bit strange to me, maybe because of the pivot point where your tail just flips around. I never used the dash, because I felt that it didn't really increase my speed and thus didn't help me - you also could move really fast by just using the mouse, maybe some clamping would be good there.

The third level was pretty challenging, but had lots of fun beating it. It always feels so satisfying when you reach the biggest size and then can just gulp everything away.

EDIT: Oh, didn't talk about the audio. The music and also the sounds were also very great and fitting to the feel of the game.

The music and artstyle are really cute. At first I had some trouble to realize that I need to scan the corals, because I missed some feedback (noticed that there was some dim highlighting later, but that's really not that eye-catching). The controls take some getting used to, I think a more traditional approach would be a lot more accessible. After noticing that the enemies only stun you for a short period of time and you get i-frames afterwards, I didn't really consider them a danger or challenge any more - so I just swam right into them and then used the i-frames to get through them.

It was a really fun experience nonetheless and was very pleasant to look at, nice job!

I think I just committed fishocide to all those poor fish in the cells (at least the levels made me think I'm in a prison). Nice concept, was fun to play. I liked the little secrets you hid here and there.

That was a big download and it brought my computer to turn on all the fans. D:

Fun idea for a platformer, although the controls feel really floaty. I think you got a lot of content in, but could have invested more time into polishing. One checkpoint (I think it was the second one) in the tutorial is placed so that if you respawn, you instantly die again. When hitting escape, there is no possibility to continue the game - only let's you return to the main menu or to the party boat - not really great if you hit the button far into a level.

All in all a nice entry, but needs more polishing.

Nice visuals, sadly I didn't fully understand the stunning mechanic. I tried to stun shrimps, but they just happily continued to swim even if they were right next to me when I stunned.

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Wow, this was a wholesome experience. A full game and fully polished. Great art, great audio, great fun. This is nothing you normally see for a game jam. :D I only have two negative points and one idea. 

First negative point being that the balancing might be a little bit off and thus the game feels a little bit too easy, especially after you fully upgraded the attack speed. Second is that I only really seldom used the fish powers because they did not feel of much use to me (except the heal).

A nice idea could be to make the fish slots function as a sort of shield. So if an enemy swims into a fish slot circling around you, he gets damage and the fish slot is used.

Great work overall!

Quite relaxing game with a nice gameplay idea. Of course it gets repetitive quite fast. I would have like it if there was any way to influence which fish you catch, because at it is, it's just pure randomness here and thus I wasn't motivated enough to catch all the fish, even though the images were really nice to look at.

The game looks and sounds fantastic, I love those calls of the enemies and the player. The visual style is really unique and plays nicely with the lightning. It was a little bit hard for me to grasp how to fight the enemies or better how to let your allies fight for you. After few tries the farthest I got was level 3, it would've been nice to be able to respawn at least in the last level instead of level 1 all the time. Really great and fun entry!

Nice looking game, sadly I only ever got 4 sea horses before the time ran out. In my first try I found that big abyssal hole, but never found it again. 😅 The controls didn't feel that good and intuitive to me (I used keyboard and mouse). I liked how the sea horses were only subtly highlighted, enough to see them, but not too much on your nose. Nice entry altogether!

Really lovely game with such a nice artstyle. Getting past the catfish was little bit tedious and I was a little bit disappointed that the game was over that fast - which is a good sign, I had lots of fun for that short amount of time.

Amazing work for only 8 hours. As you already mentioned it's a little bit janky, but fun nonetheless.

Really cool game, I love the SpongeBob-style transitions. I felt, that the colliders were off in some places, thus I often died for no apparent reason. I think the relaxing music is not quite fitting if you wanted to create a "racing"-experience here. My time was 01:15:100.

Nice and challenging game. I found the movement really hard - only being able to go forward and in the direction of your mouse felt a little bit finicky for such a kind of game. But I liked to shoot myself through the hordes of enemies.

Very nice game with a neat visual style. After the 3rd mission it became quite repetitive. but until then it was really fun to fly around and I love your level design.

Haha, yes, you discovered the secret lore of the game. Actually, all those fishes are just steam engines in an aquarium. :'D

Had trouble to find the end of turn button because the colour is very similar to the background. :D Besides that, this is a real great game, normally I am not that much into deckbuilders, but you had me here. I didn't manage to win the game, but I had lots of fun. It would've been great, if you could undo your cards during your turn, so you don't die because of misclicks (didn't happen to me, no no). Also the playfield got really messy and hard to read from time to time with all those lines and damage numbers. Great job altogether.

Really cute game, I got all the others to cheer with me for Pearl and we won! I really liked that you could wear all those rewards from the tasks you got, that felt really... well... rewarding and you got a sense of progress. I first didn't realize that I just had to swim to the edge of the screen to get to the next one, thus I was stuck a little while on the first screen.

Otto really likes to drop their eggs all around, huh? Very nice idea and fun gameplay with playing with the light. The graphics were pleasant to look at, but if you kept to a single pixel size it would've looked more coherent.

Thank you very much for your kind words. :)

The idea is great and I really dig the art style. In the beginning I was really frustrated, because I didn't realize that I had to point where I want to punch, thus fishes seemingly spawned in areas where I couldn't reach them. Some sort of indicator (e.g. moving the fist when moving the mouse) would have really helped here. All in all a intense and fun game!