Grow by Caspercaper17
So. Here we are.
This ludum dare was a LOT different from my first one. I have 130 hours of 3d modeling under my belt, and tons more experience with Unity. Also, this event wasnt during a school week.
Then, whats the result you might ask. Well. Not amazing, but I guess pretty good compared to last time. The game play is pretty stale, you have to collect health to trade for strength, while avoiding dangers. Sadly, I could program anything that moves towards you, so all dangers are static objects.
I also made a soundtrack, for the first time, I made it because I had time left. Its mediocre at best. There are no sounds effects though.
Finally the level, this is definitly what I like most about this project, the models overall look really nice with the lowpoly style.
I had some issues coverting my project to HTML5, next time Ill have to start it as HTML5 project. So, sorry, next time you'll have a HTML :D.
A note on the "Mood" catogory, the mood I aimed for was a relaxed, chill mood.
Anyways, my tired ramble aside, enjoy playing my game!
Some environment
Gameplay screenshot
Ratings
| Given | 40🗳️ | 30🗨️ |
It did crush for me though. When I collected one heart hidden next to some algae, I accidentally bumped into an algae and the whole environment was shaking afterwards/
Overall liked the game a looot! Great job.
The low poly art style is very consistent. Would be great to have more dynamic objects next time, but a good start overall.
The music makes the mood. Also, with lack of sound effects it was really nice to explore ocean in silecnce.
Although this fish was a bit slow, it may need some speed when covering larger distances.
And there is a bug with collisions, sometimes I could swim through an object, sometimes I couldn't swim in the empty space near algae, and camera was jittering for some time...
Anyway - you made cool stuff, good job!
Could you try it on mac to see if it works? Thanks for doing the effort btw.
## Feedback
The graphics look great. I love the low-poly art style. However, the rest of the game is not that good. The music fits the game but you quickly notice that it's very short and repeated. As already mentioned, the camera is very jittery, and quite frankly kills the game. :disappointed: If you polished the game a little, for example add a fog to simulate water, move the fish up/down or to the sides to simulate water currents (instead of it just standing there when you don't move), and *fixing the camera*, you could gain a lot!
I also die twice I don't know why, when I was returning from far away.
If you add a button to speed up within a short distance it could e great because the map is kinda very too big (at the fish speed).
Started the game, controls are simple to understand. I ended up trying to "free-look" out of habit though :D Hearts were relatively easy to come by, but if you wander far enough, you might feel lost. Happened to me once until I found those two (really well-designed) objects in the ocean. That reminded me of the way back to clam. That feeling of using the game environment to get to the clam was pretty sweet! Spent some time wandering around, moving through the obstacles (algae they are called I think?). I did get stuck near algae when trying to go grab the Heart, so I had to take a diff. route to grab it. Soon enough, I had enough power to win the game. The calm music was amazing as well!
I did wish the game had two optinos that would just sky-rocket the enjoyment of the game.
1) A way to continue playing after grabbing all the hearts. The game felt like a good exploration game, so a "freeplay" button would be amazing. Maybe hearts would just spawn randomly throughout the world?
2) BUBBLE TRAIL EFFECT. That is the one thing I missed the MOST. BUBBLES.
The game idea has so many ways to expand as well, including:
a) Moving enemies as you mentioned
b) Maybe other, larger fish that patrol around an area and would consume you if you get into their region
c) "Strength" factoring more than just being movement speed. As someone else suggested here, maybe add current that would either boost you in a direction or resist your movement in the opposite direction. This way, you could only go through the current if you have enough strength
d) Related to c), maybe a way to use the strength, kinda like a nitro booster? As in, you hold down a button to convert your strength to move faster till it depletes. Once it depletes, you move slightly slower until it regens. Things like that could add a lot during the downtime that happens from one heart to another or from the trip back to clam.
e) BUBBLES. MOAR BUBBLES.
Overall, LOVED the game. I really wish you would add more of these features so I can play it more <3
As you have already been told here, there was something missing that gave the sensation of immersion, maybe some of fog, particles with bubbles, that stuff ...
I loved the models, the low poly look is very nice and it is overall really beautiful. I loved the hook and the chain with the treasure specially.
I think with a longer audio track and a bit more immersive feel, it would be great. Do not worry about the enemies issue, if what you wanted is a relaxing experience, they are not necessary. I'm a fan of walking simulators or, in this case, swiming simulator :)
Nice level, you could have added some (very basic) animation for the plants to make it even more appealing, but overall it was nice and relaxing.
I like the visual style (though it's lacking something to really feel underwater, but the time is too short in a LD for particle effects and shaders).
However the controls are a bit weird: the gamepad doesn't work well, a and d don't rotate (only the mouse does), and also when you're not moving but you rotate the fish moves on the side.
Your 3d models and the environment are really great. The music suits with your global theme. :D
Maybe a bit slow ? But it's good to relax.
Very great !
Ended up with very jittery movement after first buying strength. Assume you were supposed to swim faster but didn't work for me.
Impressed you got this much modeled in 48 hours! Well done!