game is hard enough, but plinko w/ puffer fish section should still have the chance to drop you even further/ not serve as a check point imo!! Like chances are low that you'll fall below ~620 m but not guaranteed safe ^-^
think the voice lines should play when the players fall at a certain amount of height (like >75m). the current voice line setup make it play even at a small fall.
We really need to be able to resize the window in some way; at least switch between a full-screen mode with black bars on the sides (to maintain original aspect ratio) and the original windowed mode, like with F11. Right now on lower resolution displays, it gets cut off, and on higher resolution, the mouse going off the edge of the window tends to cause control glitches.
The mouse capture isn't perfect, if you do multiple fast jumps in the same direction it wonders of screen.
Edit:I think it happens, because in the fast movement I click and the cursor locks while I'm still pulling back my mouse to get enough space for the next jump.
Really nice feeling for game, however there are some suggestions with regards to QOL and improvements.
1. Lack of any options. This results in audio and visual issues, for example in my case it was non-ajustable window and lack of changes for audio.
2. Lack of pause/options menu during gamepla. This is really problematic as to close game player has to go ALT+F4 or close window manually which might be a problem with point nr.1
3. No information regards control, additionally there should be option to revert controls.
4. There seems to be no way to cancel once started jump, even if pressed by accident. Additionally i notice it because i accidentally pressed MMB.
5. It would be nice to add option to look upwards, to plan movements more accurately. Maybe with WSAD or Arrows.
Something unusual i found is that collision for objects is mainly 1-1.5 cm of surface from top. This can result in player sometimes clipping trough image despite clearly touching collision. This is a minor issue however if possible collisions should be extended.
I agree with non-ajustable window and the hitbox of the platforms. And with vertical platforms it is more then a minor issue, because when trying to jump on a verticaly placed platform, half of the side that is on top then has no hitbox. Pause option would also be nice.
Audio and manual closing is not that important in my opinion, because it is all easily doable with your computer settings.
Collision with the Huge Platforms are sometimes weird since they are missing colliders on their bottom halves. Like you feel like you should land on part of a sideways huge platform, but you just fall straight through it.
I have carpal tunnel in my wrist and I find constant mouse dragging very painful after playing for a while. I also find the movement very unintuitive in correlation to the mouse.
Bug: The clams near the top of the level have their size reset because they are Rigidbodies. I suggest changing the type to something else, like AnimatableBody2D.
I ran into the same issue twice. I was wondering if there was a way to where if the game sensed that you jumped to much it would stop you or just send you to the nearest platform? :>
Honestly I think things like this could just be solved with clever level design. Like an upside ramp or current above, or just simply rotating the jellyfish slightly so you cant just go straight up and down.
the mouse cursor disappears whenever I charge the meter which makes it hard to aim and also idk if's intended, but when I hit the platforms from below it disappears by blinking and making me phase through it
Had a bug with the Jellyfish where I clipped into it, and it has happened before and the first time it happend it spit me out after a few seconds, but this time I got stuck in the corner of the screen permanently and got softlocked.
Same bug happened to me, it ended up inching up and down really fast within the top, blue layer of the jellyfish. After 10 or so seconds it spit me out.
i found that too, i was going to save it for my speed run. it works better if you two bubble get on so you dont have the flop animation, hop off with one bubble, adjust and wait for the second shake for the launch.
Just finished making some anotations in case you are interested. First let me say that it is a fun game :D These are my anotations:
Bugs
There is still a bug with the mouse position when clicking. Sometimes it takes the initial position before moving the mouse to the center. Really rare tho
I noticed that this bug usually happens after a jump where the mouse is not displayed after finished (Maybe be related to not getting that the jump ended)
Ideas for QOL
You may want to include a clickbuffer. When user clicks before being ready to start the jump, if clickbuffer is true you start it as soon as it can.
The position of jump when you just click without moving the mouse, shows like it will jump to the right. It throw me off a little bit, I think if it show like jumping straigth up it would be better.
You may want to disable the right click. If you click it while pressing the left click it makes the jump.
found big glitch, failing the clam jumps causes the curser to not return and you no longer have control. i escape the game but then my curser is confined to an invisible box. I managed to replicated it on purpose (and not because im a bad gamer) and it happened twice.
Didn't encounter any of the known bugs during normal gameplay. Game is a bit easy though, but maybe that's because I watched Albert play it so much and absorbed the strats.
Albert hardcoded some of the values for the mouse aiming, so they would need to refactor things in terms of viewport size to allow for different screen sizes.
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BUG: If you fall the fall distance keeps flashing untill you move again.
BUG: If you get clam'd while aiming, your mouse stay hidden after mousebutton release.
game is hard enough, but plinko w/ puffer fish section should still have the chance to drop you even further/ not serve as a check point imo!! Like chances are low that you'll fall below ~620 m but not guaranteed safe ^-^
The first pingpong got me stuck in the wall, then this eventually happen:
https://prnt.sc/cKDPy-t4UjBe
my fish won't stop doing a handstand T_T
I think you should remove this current was a really fun section without it and the current just defeats the purpose.
seconded
thirded
think the voice lines should play when the players fall at a certain amount of height (like >75m). the current voice line setup make it play even at a small fall.
Definitely Agree. They feel more impactful after a large fall. They also add levity.
We really need to be able to resize the window in some way; at least switch between a full-screen mode with black bars on the sides (to maintain original aspect ratio) and the original windowed mode, like with F11. Right now on lower resolution displays, it gets cut off, and on higher resolution, the mouse going off the edge of the window tends to cause control glitches.
no voicelines are being played if you have a deep fall onto an urchin
The mouse capture isn't perfect, if you do multiple fast jumps in the same direction it wonders of screen.
Edit:I think it happens, because in the fast movement I click and the cursor locks while I'm still pulling back my mouse to get enough space for the next jump.
Really nice feeling for game, however there are some suggestions with regards to QOL and improvements.
1. Lack of any options. This results in audio and visual issues, for example in my case it was non-ajustable window and lack of changes for audio.
2. Lack of pause/options menu during gamepla. This is really problematic as to close game player has to go ALT+F4 or close window manually which might be a problem with point nr.1
3. No information regards control, additionally there should be option to revert controls.
4. There seems to be no way to cancel once started jump, even if pressed by accident. Additionally i notice it because i accidentally pressed MMB.
5. It would be nice to add option to look upwards, to plan movements more accurately. Maybe with WSAD or Arrows.
Something unusual i found is that collision for objects is mainly 1-1.5 cm of surface from top. This can result in player sometimes clipping trough image despite clearly touching collision. This is a minor issue however if possible collisions should be extended.
Keep up great work!
I agree with non-ajustable window and the hitbox of the platforms. And with vertical platforms it is more then a minor issue, because when trying to jump on a verticaly placed platform, half of the side that is on top then has no hitbox.
Pause option would also be nice.
Audio and manual closing is not that important in my opinion, because it is all easily doable with your computer settings.
seconded
The game window is bigger than my screen and not resizable.
nice!
wahoo
Testing consistency on the ping pong jellies.
I highlighted the issue in chat but basically:
1. The game feels fair/good when player errors lead to loss of height.
2. Problem with this section is it can be inconsistent and can sometimes feel like a coin toss. (Loss of height due to perceived luck feels bad)
15:22 for the worst of itCollision with the Huge Platforms are sometimes weird since they are missing colliders on their bottom halves. Like you feel like you should land on part of a sideways huge platform, but you just fall straight through it.
I have carpal tunnel in my wrist and I find constant mouse dragging very painful after playing for a while. I also find the movement very unintuitive in correlation to the mouse.
Needs:
Main Menu
Settings
Window Options
Bug: The clams near the top of the level have their size reset because they are Rigidbodies. I suggest changing the type to something else, like AnimatableBody2D.
Got stuck on a large jellyfish. I just keep jumping back and forth. I am unable to control the fish to move.
I ran into the same issue twice. I was wondering if there was a way to where if the game sensed that you jumped to much it would stop you or just send you to the nearest platform? :>
Honestly I think things like this could just be solved with clever level design. Like an upside ramp or current above, or just simply rotating the jellyfish slightly so you cant just go straight up and down.
your playing a 3rd party web version
this game is pretty fun
For some reason not working unless I use the opengl3 rendering driver (resolution is broken on there), but the gameplay is great!
sub 10min pb for v0.9.7
ran into no bugs that run
Used WinZip to extract the game (Windows 10)
For those on non-windows platforms, I ported this game to other platforms.
Edit: updated to 1.0
nicee
the mouse cursor disappears whenever I charge the meter which makes it hard to aim and also idk if's intended, but when I hit the platforms from below it disappears by blinking and making me phase through it
Jellyfish Glitch, happened when i clip the corner.
Had a bug with the Jellyfish where I clipped into it, and it has happened before and the first time it happend it spit me out after a few seconds, but this time I got stuck in the corner of the screen permanently and got softlocked.
Same bug happened to me, it ended up inching up and down really fast within the top, blue layer of the jellyfish. After 10 or so seconds it spit me out.
Jellyfish:
- When hitting jellyfish when going downwards, they tend to shoot you down without mercy, dunno if intended.
- It is possible to hit the corners of the jellyfish hitbox, causing the player to become stuck inside the hitbox and ejected to the side.
first furious fish Youtuber?
i found that too, i was going to save it for my speed run. it works better if you two bubble get on so you dont have the flop animation, hop off with one bubble, adjust and wait for the second shake for the launch.
Just finished making some anotations in case you are interested.
First let me say that it is a fun game :D
These are my anotations:
Bugs
There is still a bug with the mouse position when clicking. Sometimes it takes the initial position before moving the mouse to the center. Really rare tho
I noticed that this bug usually happens after a jump where the mouse is not displayed after finished (Maybe be related to not getting that the jump ended)
Ideas for QOL
You may want to include a clickbuffer. When user clicks before being ready to start the jump, if clickbuffer is true you start it as soon as it can.
The position of jump when you just click without moving the mouse, shows like it will jump to the right. It throw me off a little bit, I think if it show like jumping straigth up it would be better.
You may want to disable the right click. If you click it while pressing the left click it makes the jump.
You may want to add a button to cancel the jump
found big glitch, failing the clam jumps causes the curser to not return and you no longer have control. i escape the game but then my curser is confined to an invisible box. I managed to replicated it on purpose (and not because im a bad gamer) and it happened twice.
I've looked at your mouse bug.
Here's how to fix it: https://github.com/novelhawk/boxbox-gamejam/pull/1/files
Here's why it didn't work: https://github.com/novelhawk/boxbox-gamejam/pull/1
Didn't encounter any of the known bugs during normal gameplay. Game is a bit easy though, but maybe that's because I watched Albert play it so much and absorbed the strats.
o he played the game?
It would be nice if someone would put a windows tag so that this can be downloaded via the itch app.
v0.9 still launches in 1080p windowed mode.
Can we get Fullscreen? Even if it's optional.
My current setup makes it unplayable.
Albert hardcoded some of the values for the mouse aiming, so they would need to refactor things in terms of viewport size to allow for different screen sizes.
Doesn't need to change play window, it can force "true fullscreen" on your monitor.
would be nice if game automatically supported opengl3 (obviously not a priority tho).