This is my first mobile project. Slippy is a Seal on a quest to stop global warming. Evil birds, hungry orca whales and smog clouds stand in his way. Can you help Slippy spread his icy trail across the ocean to cool the earth?
I like this. It would make a great touch screen game.
It starts off a little too difficult for me at the moment.
Perhaps the camera could track to begin with before speeding up or you could maybe use an idea similar to tiny wings where darkness catches you up.
Updated the itch build.
-Enemies spawn faster over time, starting slower than before.
-Modified the font as suggested by some friends.
-The Sky now changes colour every 50 meters.
Does anyone have suggestions for new enemies that could spawn as time goes on, and what “attacks” they would have?
I’m thinking mostly animals (possibly mutated from pollution), but open to any ideas
-Camera no longer goes ahead of you as this made it too hard to recover when you’re near the left of the screen.
-Creeping smog now chases you from the left (thanks @pcg for the idea)
-Birds no longer have physics for performance and they were a bit too unpredictable
-Implemented object pooling
-Fixed bug where Orca would jump at birds, and then not at slippy
-Added particles for death and splashing
-Stun durations lowered so it’s easier to recover
-Fixed bug where if you jumped high enough you could stay safe above the smog
-Modified the smog particles at the top of the screen
Next up I will work on sounds and menus. Hoping for some feedback!
New build available to playtest.
-Basic menu
-New enemy: Shark - appears when you’re underwater too long
-Seagulls are now bigger and deadly but slower
-New enemy: Frigatebirds - they will try to crash into you and stun you!
-Added hints to the splash screen
-Camera now moves ahead of slippy a bit more at high speeds
-Red “cursor follower” removed and replaced with a particle effect when holding mouse down
I like it.
Quite difficult but that gives it that one more go feel.
Took me a few goes before I realised you could actually go in the water :o
It seems like theres a timer that stops you from just holding the mouse button continuously?
Perhaps seeing some graphical representation of how long you have left to hold the button would be nice.
The birds seemed to just kill me out right sometimes but not others, not sure why that was happening.
Also I’d like to see the smog creep up to the seal before game over as it would give the sense of urgency that you are about to lose unless you do something fast.
Would be nice to see what others think but all in all I really like it.
Yeah I am kind of going for a difficult game that takes some time to master, allowing players to beat their high score a little bit at a time over and over.
That’s a good idea, I am thinking of limiting the amount of ice you can draw before waiting for it to recharge, but I’m just not sure yet.
The white birds will kill you instantly but they travel in a straight line, the black/red birds stun you for a short time but they aim for you. I guess I need some way to make that more clear.
Good point, the smog is supposed to creep up on you but it should probably be a bit slower at first and then speed up.
Thanks a lot for your time. It’s great to have someones thoughts other than my own!
No problem. People on here are generally very good at giving feedback.
I don’t know, perhaps the art style is putting people off trying the game which is a shame.
It was the game mechanic that attracted me because I tried something similar a while ago but it didnt pan out any where near as well as yours so I abandoned it.
I’ve been working on iOS testing which was a bit of a pain to set up but I finally got it running on my iPhone!
I have also implemented ads and a respawn reward for watching a video if your score is high enough.
Next I’m going to make the respawn a bit more forgiving, work on some art concepts, and add some powerups!
I probably wont update the build until the powerups and new art are in, but let me know if you want to see anything
I’ve been re-learning Krita and threw together some quick concepts for the new Slippy design.
Let me know what you think, which is your favourite and any design suggestions
This will be personal opinion, of course. I like the one on the bottom left. I like the eye design of the bottom right seal.
As for the game, I found my cause of failure rather vague sometimes. Maybe some visual feedback or death animation depending on cause of death? I was not sure what “smog” the hint was referring to at first. At this point I am not sure if colliding with animals kills me or not.
Thanks for the feedback Ok fair enough, 1 type of bird will kill you, the other stuns you, Orcas, the shark and smog on the left will kill you. I guess I need a better way of showing that. Any ideas how? I was thinking dark coloured animals kill you, light colours stun you. Currently that’s backwards with the black and white birds so I might flip that.
I will add a death animation or particle effect when I implement the new art.
Animation, sound cues and outright telling the player what happened could work. Maybe give hostile enemies angry eyes and large, sharp teeth. Chomping sound effects from the shark and orca could work. These sound rather silly now that I think about it, but it would get the message across, heh. Hope that helps.
If you don’t mind, I would really appreciate some feedback for my game, people seem to have wildly different opinions on its difficulty.
Hey thanks for the feedback. I tried out your game too and posted on your thread
I do have sounds when you get hit although they are free sounds and I could probably add something more obvious.
I realised that because the hints are randomised, they don’t specifically relate to the way you died, so I’ll make the hints specific to what killed you. I’m working on the artwork and I’ll turn those birds into angry birds for sure