Amusement Shark by No Grapes Games


Tina and Lina, two rival theme park bloggers, will get anything to get the scoop on a new ride. So when Amusement Park Land reveals its new ride, Tina and Lina sneak into the park to be the first to ride it. Unfortunately, it’s a kids’ ride, and they’re above the weight limit! As the ride starts looping around and around, it breaks from its foundation and starts toppling around the park. They will have to guide the ride safely to the park’s exit without crashing into the walls as it constantly spins! Crash into the walls 3 times, and the ride will explode, and you’ll have to start the level over!

The ride never stops--You’ll have to use the constantly spinning ride to your advantage when maneuvering through/around obstacles.
16 levels of fun--Navigate your way through all 16 mazes of rough and tumble action!
Simple to learn, challenging to master--when you finish the game, you will see how long it took. Try to beat your best time!
Controls:
Arrow Keys or WASD move the ride
SHIFT increases the speed - hold this to get through tight spots quickly.
Made with Godot!
Programming: Nathan Caldwell & Ben Johnson
Art: Justin Raimey
SFX, Story, Level Design: Andrew Caldwell
Music: Calvin Brown
https://www.youtube.com/watch?v=vdb-bzSDDYY
Ratings
| Overall | 372th | 3.813⭐ | 90🧑⚖️ |
| Fun | 292th | 3.794⭐ | 92🧑⚖️ |
| Innovation | 632th | 3.483⭐ | 92🧑⚖️ |
| Theme | 400th | 3.956⭐ | 92🧑⚖️ |
| Graphics | 500th | 3.889⭐ | 92🧑⚖️ |
| Audio | 432th | 3.6⭐ | 87🧑⚖️ |
| Humor | 224th | 3.667⭐ | 86🧑⚖️ |
| Mood | 469th | 3.694⭐ | 87🧑⚖️ |
| Given | 75🗳️ | 131🗨️ |
So much art work and so many levels. Great job, very cute! It took me a while to complete Level 5 but once I got the hang of the springs it all went well.
Will say I didn't find myself without a finger on the boost the entire time, though. I think some of the following could've helped make more interesting micro-decisions while playing:
-Momentum in movement that you'd have to counter act to keep steady
-A boost-gauge that depletes and refill
An emphasized momentum based movement would require whole new levels probably done from scratch so really I think making the speed boost a resource you have to manage would be the go-to lil improvement I'd suggest.
Here is my speedrun time, it was my second run.
Fun game, I was happy to do all these levels. I didn't expect that many. The story is quite funny and fits well the theme. It would be interesting to see other difficulties maybe because it gets a little redundant at the end. I think it's a game better fit for mobile maybe and it would be interesting to see how you would manage the controls on this platform. Good luck with your future devs.
Well done!
Very impressive. I'm not a big fan of this "all around the place" artstyle, but I enjoyed that one bit of the story, the premise is really lovely and over the top :)
The gameplay itself sucked me in and some levels felt really great when you got the timing and movement right (I think that level 5 really hit me with this feeling first and I got really into it)! I really enjoyed the playthrough, like really :)
Great work!
Overall a good entry though! Congrats!
I like the reverse button and think you should consider adding more modifiers like that :)
I finished the game in 3'34"65!
Congrats on a finished game!!
I will say that some of the levels required a liiiiittle too much precision for my tastes, but I like how you gave the player some leeway between hits so one mistake doesn't completely ruin them.
The art as well was top-notch. Everything was so cute!! Very nicely done, all-around. :slight_smile:

Managed to beat the game in 3:44! I mean, this won't win any innovation prices being a obvious Kuru Kuru Kururin inspired game but at least it's the first I saw this jam. And this skill based genre is right up my alley. The art is as to be expected the star of this game even though the core game play mechanics are pretty solid as well. The controls are snappy and I didn't encounter any bugs. Good job! Aside from the cute character art, the rest of the environments lack some depth and fidelity. Would've been awesome if the stages had the same treatment as the main illustrations. The levels looked a little bland in comparison. But hey, it's a jam! Some corners have to be cut. I really don't want to exchange all those illustrated character animations with some better level tilemaps, if i'm quite honest :)
All in all a good kuru kuru kururin clone with a great anime twist including an absolute bonkers premise. Just how I like it! Hope to so you again in 2021 :)
**Here is my feedback:**
**What I liked?**
- Nice main menu.
- Nice art.
- I liked the music.
- I liked the story.
- Nice SFX.
- I liked it when the timer starts, only if I start moving.
- I liked the level design.
- Good transitions.
- I enjoyed the mechanics and the gameplay of the game.
**What I disliked?**
- I saw what you did there! [1]
**Bugs:**
- If you collided with the wall while the scream, your hearts doesn't get decreased.
- If I am not wrong, the game doesn't start, when I press Enter.
**Suggestions:**
- Display the max level.
- Hide/disable the cursor/mouse on the game.
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No critical things were found. I think!
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Endnotes:
[1]

The screams were fun!
At first I thought it was going to be a novel based game, that's how good the intro was.
Here is my playthrough:
https://youtu.be/VtErRr6GcNA
I know it's hard for a game jam, but it felt like the aesthetic of the game could have been a bit more unified. If you look at kururin you can see they have this happy-go-lucky music and lots of cartoony/pastel backgrounds. Here, though, the backgrounds are things like...tiled grass/dirt textures? And the music is more EDM/dancey, which felt almost like it should have been for some sort of racing game.
I actually feel like this would be a really funny game using some other control scheme, like mouse controls or something...using the keyboard almost felt a little too precise. Anyways, fun game anyways!
