Post Jam Adjustments


Sometimes one needs a bit input and playtesting to get things right: In this case I created the game in just a few hours. With a simple artstyle, some basic sounds and one hard-coded game mechanic, this game was pretty limited and linear in terms of playing. In other words: Playing the game was cute, but it just got boring really fast. So I needed to add some spice to the game.

The new background with the endpoint indication

The spices

  • In the beginning the wave durations changed from time to time. This added some variation to the game but it wasn’t building up. Now we’re starting with a dedicated wave speed and the speed is increasing with every shell you’re collecting.
  • Also the player movement was static. Now, you’re way slower in the beginning which makes it a bit harder to collect all the shells. This also refers to the jumping force: in the beginning it is quite hard (or more likely impossible) to jump over crabs.
  • This leads to the next point: Introducing skills. Once in a while a special shell is spawning. When you collect it, you’ll get the option to choose one out of three options to increase your chance to achieve a higher score: You can choose to run faster, jump higher or to decrease the wave speed.
  • Also I added a few more sounds to the game to make it a bit smoother.
  • In addition, the background is now indicating where the wave stops. This helps especially for faster waves and more difficult actions.

I hope you’ll enjoy the changes. I think it feels way more like a real game now instead of only a few-hour-jam game.

Files

Archiv.zip Play in browser
Jun 21, 2022

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