Jump from island to island and try to reach the swords.

Have a chill time in this caribbean spa.

If you are on windows, try the windows build! Some visual features don't work on the web build.

You can change the mousespeed with the keys J and K (lower and higher - press multiple times) if you need to. Everything else is explained ingame.

I spent a lot of time on the music. This was pretty fun!
Used Reaper, Native Instruemnts VSTs, Affinity Designer, Blender, Rider, Unity.
I tried to build my own water shader but eventually gave in and used the one from the unity open project (RIP) .

Voting results


This game entered in the Solo competition (12 entries).

Comments (10)

 • 4 months ago • 

Overall I really liked this game! The music was so nice and chill!

 • 4 months ago • 

Enjoyed it. Pretty simple and straight forward. I think I did the last question mark… well I reached it from an alternative angle I don't think you had intended lol. It was very fun though.

(@ThetacticalBanana) • 4 months ago • 

Cute game, chill aesthetic and nice music!

The movement feels a bit stiff, but with polish could be a better experience

 • 4 months ago • 

Interesting game, I liked the aesthetic of the islands, and especially the relaxing music.

One suggestion would be some kind of visual indicator (as a supplement to the "charging sound") for the slingshot would have made it easier to time the jumps.

I had some trouble bouncing off the last column to the final question mark, but eventually managed to "stick" to the wall somehow, and could use the slingshot for the last stretch.

All in all, it was a fun little platformer.

 • 4 months ago • 

Nice game, I like the aesthetic and music. I did find the walljump to be a bit finicky though (but that could just be my lack of skill).

(@DevBrook) • 4 months ago • 

The music was very chill and relaxing. The water shader is simple yet nice.

I think that you could have made a some sort of options menu for the look sensitivity as it was very high for me. (Just realised you use J and K, but it would be better if it there was a sensitivity slider)

With the sling shot there should be some sort of visual indicator or meter to gauge the power and distance.
It was a bit annoying that there was no aerial movement, which made platforming challenging.

I felt as though the wall jumping mechanic was a bit janky.

Minor, but I can see seams on the skybox cubemap.

When slamming your face into a wall, u can actually see inside the wall a bit. To fix this in Unity, go to the camera and set the near clipping plane to as low as possible.

 • 4 months ago • 

I had a lot of fun playing the game. The only thing i prefer is if you can control the movement with the jump but that is just personal preference. I can tell you spent a lot of time on the music and I really enjoyed it!!

Small thing is that sometimes the wall jumping kind of glitched out and I could spam it. that's how i ended up winning the game. But A great experience! well done!

Antti Haavikko
(@anttihaavikko) • 4 months ago • 

Thank god it's over! 😤

Might be just me but neither of the mechanics just really clicked with me. How the look direction at the moment of a wall jump decided the momentum really didn't feel too intuitive. Literally took me way over 5 minutes to figure how it actually works…

Also getting stuck on the small edges of islands and on the walls felt horrible. It just became a mash off whether you'll stay on it or die. Didn't feel great.

And then there was the slingshot jump which as an idea was great but felt clunky and charging time was long and inaccurate. Didn't help that you only had to rely on the charge sound too. So I think if you'd polish and nail down the controls for these both movement mechanics, it'd be hella fun to zoom around the map bouncing everywhere. You'd just need more control in the air for wall jumps (and some after slingshotting too to make it less trial and error) and maybe even making the slingshot just always do the max launch.

And I think you should have eased into the mechanics a bit more naturally. Now it's pretty much telling you how to swim and dropping you stright to the deep end to the middle of an ocean right afterwards. Especially felt bad in that first triple launch section as failing even one meant you had to do them all over again and you were gonna fail lots as there was nothing to really help to memorize the angles and launch strengths.

Looked and sounded great! Pleasant color palette and as I already pointed out in discord, very chill vibe with the low-fi beats. Though it doesn't fit the mood of the game that well in my opinion.

Anyways, good job! 👍 Almost didn't play it even btw as you had it marked only as Windows. The web version worked flawlessly for me.

(@xXBloodyOrange) • 4 months ago • 

I played your game on my stream. :D
Unfortunately, I suck at jump and run games.. therefore..
after a few failed atempts of the walljump I gave up. :(
But the graphic is great and it has a really nice caribbean flair

 • 4 months ago • 

Feels kind of weird to say that the slingshot mechanic was so frustrating when our game is literally just that. But it took me probably 30 tries before I managed to get myself up on the first floating platform. And then of course I couldn't get to the second and I was back on the ground level…
I think Antti said pretty much what I had in mind, good and bad, other than the wall jump issue. What's with that? Wall jumping wasn't that hard!
In the final part I managed to slingshot myself to the last wall jump, so I didn't have to do many repeats of that.
Anyway, this surely was a hard project for a single dev, so really nice work considering! I wouldn't dare trying to figure out 3D FPS wall jumping during a weekend :D

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Windows Build (use this!)Web (Just fallback)




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