Ephyra by Flipsy
Can you help baby jellyfish Ephyra travel home safely in this fun underwater adventure?
Ephyra is much smaller than her jellyfish parents, and since successfully budding off a polyp on the reef floor, she has been learning to swim. Navigating tiny ocean crevices to find tasty zooplankton to eat is hard work, so she needs your help to swim and bob through the water.
The ocean is scary for such a tiny creature, and Ephyra has to watch out for deadly sea anemones and reef fish. With her health depleting so quickly, she must keep eating tiny creature to keep swimming. But the safety of home awaits for the brave.
Play online now
Controls - Tap D / Right Arrow - Jet right (uses energy) - Tap A / Left Arrow - Jet left (uses energy) - Hold D / Right Arrow - Swim right (free movement) - Hold A / Left Arrow - Swim left (free movement)
Gameplay - Collect plankton for energy - Dodge fish and sea enemies - Find the portal


| Link | https://flipsy.itch.io/ephyra |
| Link | https://gitlab.com/tim.cox/ld56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/ephyra |
Ratings
| Overall | 582th | 3.515⭐ | 35🧑⚖️ |
| Fun | 675th | 3.242⭐ | 35🧑⚖️ |
| Innovation | 741th | 3.045⭐ | 35🧑⚖️ |
| Theme | 576th | 3.641⭐ | 34🧑⚖️ |
| Graphics | 495th | 3.734⭐ | 34🧑⚖️ |
| Mood | 389th | 3.697⭐ | 35🧑⚖️ |
| Given | 18🗳️ | 33🗨️ |
It's very simple but the music and art makes the experience very sweet. The music and vibe from the environments reminds me of Stardew Valley and Coral Island. Just chillin' and eating. Not every game has to be some Souls like rogue like action packed thrill. Your game is very nice and I thank you for the experience.
- Overall the game plays well and handles well. Made it through the first level having picked up everything.
- There's a fundamental tension between two parts of the game - the energy management encourages you to be careful about moving, yet it's a game about exploring unknown spaces. Unless you go in first and then die to low energy and try to remember the layout, which isn't a fun thing to do.
- Feels like a game like this would benefit from more visibility - as in, blindly moving expending energy, not knowing whether the direction you're heading in would have a payout, doesn't feel great. If say, the whole level were smaller (but you and enemies also moved slower, e.g. scale everything down), it could be played more like a puzzle and less like a "maybe there's something there, or not, Idk". Especially when players could forget about having been somewhere before or not, since it would take very clear landmarks in the level design to make it obvious where the player has visited or not. Memory games is not a fun game most of the time.
- Not sure if the holding one direction button to glide is intended, as it feels like it's quite at odds with the rest of the energy mechanic. And it's also feels anti-fun to feel like I should hold a direction to "grind against" a wall so I can move horizontally after I reach the bottom of this wall. Hmmm.
- 2nd level somewhere there was a corner going down and all of a sudden... Gravity stopped working? So I just died because I couldn't head downward. It's weird.
I like how each move costs you energy, so getting up to gather more food is a very nice risk/reward thing. The movement economy is a very nice dynamic for this game. I would have liked a "take a rest" mechanic, where you slowly recover health when waiting, because I am bad at this kind of game, but this is a very nice entry, well done. (I see that you have used the ludumdare badge on your gitlab :)
It's a quite relaxing little game and I enjoyed it pretty much. Quite polished for a jam so grats to you guys!
I like the difficulty progression too, made it to level 3, maybe will try to go further later. Good job overall!
A few ideas that could make it even better:
- (as mentioned) less HP to be taken from player - casual players would appreciate
- maybe there were a few glitches with movement, although one gets used to that
- any way to punish those fish? That would be fun :id: / a stomping mechanic comes to mind
- minor visual tip: I'd apply some kind of anti-aliasing effect to your rendering / a few jaggy edges would be automatically smoothed for an even creamier feel : ))
GL!
I think it would be a cool addition, if the jellyfish would bounce back when you hit a wall (combined with a little jiggly animation of the animal itself).
Apart from that the controls felt good and I like the character design of the main character. :) Congrats to your finished game!