Schooled by arron-fowler
WebGL is likely to be laggy DOWNLOAD for best experience
Schooled
Swim around and provide cover for the Tiddlers. They are pretty timid and who can blame them. Big Fish and King Fishers and looking for a meal. Form a school and take the Tiddlers to good breeding ground. Happy fish produce young and maybe you can keep your numbers up!
Controls:
WASD - Movement
Space - Swim
Esc - Pause

Orange Fish have joined your school, Take them to the white weeds so they can Breed
White Fish have successfully found a place to spawn. New Fish will arrive soon
Big Fish eat Tiddlers and you - Avoid
King Fishers will dive any surface dwellers and eat them and you - Avoid
Solo project made in 36 hours as a Compo but late so a Jam
Peace TheSoulSelector

| Link | https://thesoulselector.itch.io/schooled |
| Link | https://thesoulselector.itch.io/schooled |
| Original URL | https://ldjam.com/events/ludum-dare/53/schooled |
Ratings
| Given | 30🗳️ | 31🗨️ |
Great work!
Great vibes, cute gameplay, love the cube bubbles. I should replay it sometime and try to max out my level :)
Still this might be my favorite game so far. Really nice music and sounds and the lighting as well.

I really love the games music and visuals is also pretty good. The idea for the game is fun, and I did have a fun and relaxing time trying the game. I have tried to breed the fishes, but I did never seem to make it work. I did get some young fishes to swim with me, but I could not get them to stay at the school. But any way, I still think it was a pretty good game. Well done.
Here’s the stream if you wanted to re-watch initial thoughts (timestamps in the description to jump to your game!) [youtube link](youtu.be/7zAPBeiWuqA)

Every time you seem to step it up a notch, this game is so detailed! I love how fluid everything moves and responds, and all the details are great (the slowly moving weeds, the evolving fish tail, the fact that you make a jump when you reach the surface :grinning:). The music is very spacy, but also builds tension, I like it a lot!
All in all a great entry, I really enjoyed the experience!
Firstly, we thought the instruction boxes were sort of irritatingly placed, and we don't think you would need the controls text box to be on the screen all the time. We also saw a flying fish above the water sometimes which was quite epic :joy:
For the graphics the fish' trails are really cool, and the smaller fish are very cool looking! Also the smaller fish swimming around you move in a fascinating way and seem realistic and epic. It would have been cool to see a bit more detail on the textures and something to make it look even more like you are in the water. It was also really cool that the fish changed form and started to look better after evolving! :whale:
Audio was pretty decent, maybe some water sound effects could have been cool and make it more immersive? Music was pretty nice and made for a good mood :sunglasses:
Breeding points were quite easy to find since they were white, but maybe a little shader / animation / text above it could have been a nice addition, but it still worked well! :slight_smile: Also side note, it was cool that the plants in the water were moving a bit, small touches like that are very important!
Last note, level upping could have been a bit faster, now it took a super long time to level up and it maybe doesn't give for the most fun gaming experience.
But yeah here are our thoughts of the game. You did a great job and put up a nice game :thumbsup: See you around!
I was eaten before I could deliver the last 2 ones to get to level 3, and it got me a bit frustrated to start over again. But I can really see myself thinking about your entry in a few days and start a new game then.
I was wondering, how much of it is generated at runtime, like the weed, are they random? Same with the path the fish follow, and the AI of the bigger fish. I found it fascinating. Any chance you would give access to the code?
Nice music, and again, nice visuals, nice mood!
Cool game!
So the weeds are spawned in at random at Start of each level. They are prefabs with a very simple code on each.
The fish don't follow a path think of them as little heat seeking missiles, except they seek cover instead. Every second or so they check for cover. Cover is any block on a weed, or the blocks of the player. It heads to the closest one. They have a wiggle rotation which is applied after they target the desired rotation so that creates the illusion of swimming and stops them heading directly to the cover they target. It's pretty heavy performance wise so I will have to look at refining that.
The big fish are pretty much the same as the little ones except they target the fish instead of the cover. If a fish is in the open they speed up and the chase is on. The fish are in cover if they are close to the cover they target.
Thats pretty much it. Currently simple but a tad expensive
Anyway. Saying (mostly) the same things in my own words will not hurt.
One thing that I didn't see a lot of in the preceding commentary, is people struggling with the controls: My fish ended up nearly embedded in the pond-floor a great number of times, because my aging brain apparently can't let go of the notion that 'W is forward'. (My ideal control-scheme, oddly enough, would probably be just 'the same, but with WASD replaced with the mouse'.)
I also had a little trouble picking up fish, but it helps a lot if you don't think of each as individual cases, but go towards a bunch of 'm.
In any case, when I could get it to work for me, yes ... the free-floating, expansive feeling you have when in the middle of the pond, traversing from a just 'depleted' spawn-ground to the next, dodging fish-cubes and cube-fishers is amazing. It would've been great on it's own already, but the music really gets you in the right mood.
Which brings me to another point; once you've brought at least one fish to the new spawn plant, it's best just to wait until they've bred, and then keep adding them to the same plant. (Or same with close-by plants, those are often more than enough.) So you've mostly only engaged with that previously mentioned 'wide' feeling when you're going to the next breeding grounds. (It was nice to have a small surface based one as a white one as well one time -- I think the smaller plants 'go out' earlier?)
I like the evolution mechanic, it's just the ribbon that ties everything together.
I really liked the minimalistic aesthetic of this one. It wasn't entirely clear to me which fish are enemies to be avoided, but that's fish life, eh?