Blue Eye - Salvage & Rescue by PurpledArtFrog
Deeper and deeper is it.... Well Leia went a little too deep. And now needs "Blue Eye" Rescue services... (oddly enough he has green eyes...) maybe he only rescues blue eyes... Well on to the job at hand.
You're the commander of the drop pod which is being launched today. Controls are pretty simple - left + right. If you use shift it will deplete the batteries but give you a speed boost in tight spots.
Spacebar will activate a small thruster that holds the drop a little bit - but will NOT stop your descent.
When diving you need to pick up armor plating and battery packs on your way... the workers left some laying around.
Rumours are that the facility Leia's caught in is at around 2200-2300 FTM.
Really look forward to seeing your entries :smile:
:purple_heart: :dart: :frog:
Ratings
| Overall | 347th | 3.583⭐ | 44🧑⚖️ |
| Fun | 486th | 3.274⭐ | 44🧑⚖️ |
| Innovation | 672th | 2.821⭐ | 44🧑⚖️ |
| Theme | 206th | 3.94⭐ | 44🧑⚖️ |
| Graphics | 315th | 3.655⭐ | 44🧑⚖️ |
| Audio | 329th | 3.354⭐ | 43🧑⚖️ |
| Humor | 203th | 3.186⭐ | 37🧑⚖️ |
| Mood | 203th | 3.671⭐ | 43🧑⚖️ |
| Given | 47🗳️ | 56🗨️ |
However I did not know at first if I had to pick the fish or not. Maybe have elements appears one at a time. Hard to read that text it sometimes disapear.
I could not avoid the submarine, to large too fast for my ship.
And yes I agree a LOT of things... you kind of lose yourself to that - on the earlier prototypes nothing really exciting was going on..... HOWever.. once the falling boulder were introduced... yeah - that changed :smile: (First build they where not even limited in speed - so fell twice as fast) :rofl:
Thank you very much for playing and the feedback :smile:
Thank you for playing and your time :smile:
Really GOOD point ... things should have been introduced one at a time ... that would have been a PRO move!!! REALLY good point :thumbsup_tone1:
Maybe even a simulator course before going on "the mission" :smile:
Submarine .... shift + move would have maybe saved you :wink:
abort("both async and sync fetching of the wasm failed") at jsStackTrace@https://purpledartfrog.com/Games/LD48BlueEye/Build/BlyeEyeWebGLDevBuild.framework.js:739:12
stackTrace@https://purpledartfrog.com/Games/LD48BlueEye/Build/BlyeEyeWebGLDevBuild.framework.js:753:11
abort@https://purpledartfrog.com/Games/LD48BlueEye/Build/BlyeEyeWebGLDevBuild.framework.js:19:44
getBinary@https://purpledartfrog.com/Games/LD48BlueEye/Build/BlyeEyeWebGLDevBuild.framework.js:1115:9
getBinaryPromise/<@https://purpledartfrog.com/Games/LD48BlueEye/Build/BlyeEyeWebGLDevBuild.framework.js:1128:12
I was a little bit confused for touching pickups, but things were going smooth nonetheless.
I like the animation of the player swerving. It's nice :slight_smile:
Great job, very complete and rounded!
Thank you very much for playing :thumbsup_tone1:
Thank you very much for playing :thumbsup_tone1:
Thank you for playing :smile:
And yes I do actually consider revamping the game a little after LD... but I suppose I made that consideration for most of my entries... but I actually feel that this has a little casual potential :fingers_crossed_tone1:
The graphics are cute! I was a little unsure about the meaning of some of the different icons at the top, but all the little tips on the title screen are definitely a good idea. :grin:
Great work on getting this completed on time! I really like that you also included speed options as well as optional immortality. Very considerate! :grin:
The graphics was well done
game was really fun as well took me a couple of tries to get to the bottom. XD
Pros:
- Simple mechanics
- Sound effects are cool
- Music is ok
- Moody, relaxing graphics
Cons:
- A bit messy UI, had to spend few tries to understand what am i doing and what am I gaining / losing each meter
- Confusing 'obstacles'. The 'platforms' obstacles deriving from the walls especially. I thought there were repair stations or something and I got screwed over few times because of it. Are those suppose to give you plating??
- I assume battery level was something that allow you to keep moving? Hard to say
- Battery Level: Sometimes I got to negative values and could not regain controls, even with catching fish that are supposed to give me battery back. Happened 7/10 times.
- Development build: I was able to slow down or even push back up using *Space* button. Not sure whether that's intentional (not mentioned in controls)
- Development build: I was able to speed-up or slow down time using 3 and 4 keys. Not sure whether that's intentional (not mentioned in controls)
- There should be a better way to avoid debris, as it's a tiny bit too fast, but only IMO.
Decent job nontheless!
On the falling whales aka. submarines :rofl: Shift would have like been able to sprint you away from the debris.
Messy UI - would have likely helped with a gradual introduction to it. No meters active on start up - and then a popup - each time one of them comes into play ... maybe.
Confusing 'obstacles' - again gradual introduction and explanation would have helped a LOT I suppose. Well sorta kinda ran out of time aka. over scoping :thinking:
Battery level - correct this allows you to actually move and if above 10 you can sprint with shift.
Space was also on purpose to hold the drop a little bit - this should have had more player feedback.
The speed changer was on purpose... In a final build I would have made it a difficulty option/tweek in the menu, but here it's suppose to alleviate different player response times.
Fast debris... here we're back at shift ... which was a last minute addition so not that obvious unfortunately... but this sprints you somewhat :thumbsup_tone1:
Again thank you very much for an honest review :smile:
I couldn't keep an eye on the UI status levels and dodge the rocks(and occasional falling submarine?).
The controls were ok and the side-step dash was useful and well implemented.
The music fit well and the art was complementary.
Great job!
Again thank you very much :smile: