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Based on the events of Herman Melville's novel, play as Captain Ahab and relive the final battle between he and Moby Dick.
Made for the 5th Game Jam in 72 hours with:
Art by: The Marvelous Tyler
Music/VoiceActing by: The Magnificent Suezo
And Code by: VicBiss
Arrow keys to move
Z to jump
X to shoot
9 for the music
the game is a bit lack luster, but the sound track is great, kinda felt like i was playing Captain Ahab of war!!!
The game is solid for a game jam, but the pacing is really slow. If it's just going to be a boss fight with repeating attack patterns, there's no reason to make it last that long. I mean yeah, you're a man fighting a giant whale, but even then it seems slow. It was fairly difficult, but I don't think endurance was a factor. If both sides had increased damage, it would have gone over a lot better.
another nice idea
but even more poorly executed.
Just needed more time..
I loved the concept of this game, and the art. It was really well drawn and animated for a game that had to be made on such a short time. Unfortunately the battle didn't seem to be as planned out since it was difficult and cheap as hell, and Ahab was far too sluggish for Moby's attacks.
The spiked platforms also made the game much more harder, since Ahab's jumps are pretty slow and not so easy to control, especially if Moby's chasing you.
This is one of the reasons I dislike these game jams, although it's nice to see as a challenge, a lot of the games could be much, much better if they just had more time. It feels like a waste sometimes.
Maybe you should try remaking this game some other time though, with more features, I'm sure it would do pretty well.
I've giving 5 stars, a 2 on the Voting, but without prejudice. Sometimes people can throw out a very well done game in a few days but it can't quite be expected. In this case I think that it was a decent idea that simply needed more time.
The platforming was spotty, especially with the way that MD could control the level to randomize the platforms. I played it a few times and there were instances where literally the driftwood was spaced too far away for Ahab to actually reach in a single jump. This occurred when the spiked driftwood alternated in between the level driftwood, and greatly increased the difficulty as MD would send out the water blasts (which are quite hard to dodge even when you have better footing) or would attempt a charge. To have proper movement and platforming taken away, and then to suffer damage after that, isn't "difficulty" so much as just cheap damage, which is bad enough considering that Ahab has no real ability to take the hits.
The speed of MD's attacks right after each other sometimes was annoying, but generally not maddening. I will say that one attack should probably end before another starts -- again, the water blasts are hard enough to dodge without also having to deal with the rush of water and spiked platforms as MD changes the make up of the stage while you're still trying to keep from getting killed by a screen-filling barrage of projectiles that are slighty larger than your own character.
There were also times when MD's shifting of the platforms actually created an issue in which the positioning and spacing of the platforms meant that I couldn't get into a close enough range to actually hit MD. If MD then chooses not to alter the platforms further (as happened a bit in game) then it creates an frustrating situation in which the player's option isn't even to win but simply to not lose, which cannot happen in a game of this nature. There is no clock to run out and when human error is punished so greatly (you may not even make an error, there are times when you cannot help but to take a hit) any situation in which the player cannot fairly make attempts at attack takes away from any fun that could be had while playing.
Could be better with time, but maybe a little too ambitious given the short amount of time given to complete it.
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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