Fck, this is some awesome feedback people. Thanks so much! Specific bits follow:
Composed entirely of love? Then what's this LEMON ZEST I detect? In fact, I doubt it's very good love. Probably store-brand.
I do not reveal my sources
The game is great. And nicely darkly humorous in a way that seems entirely light hearted...except for the fact your KILLING BABY ANIMALS! But they're so cute when they die. I just want to hug them!...but they're already gone.
I think you're going to like the ending then. Heheh.
The only problem I ran into was that when I tried to skip some congratulatory music at the end of a level, it kept playing until I beat the level.
That's very weird. Did it only happen once? Which OS are you using?
I'm really impressed that the game did not look stretched on my wide screen. That's actually my biggest deterant from making my own game full-screen optional. If you don't mind, how do you do it? I'm hoping there's an API unspecific answer, or that you used SDL or OpenGL.
Honestly, I have no idea! I just tell the popcap framework what resolution I'd like and it handles the rest. Their framework is free to download though, so you could take a peek and see what they're doing.
Oh, and it's hard. o.o
Yeeeah. Has anyone beaten it yet?
The installer left out msvcr71.dll, which means I had to download it separately to play.
ARGH! I always forget stuff like that. I've uploaded a new installer which should fix it.
This feedback is gold.
The controls are a little strange at first, but then again I've never been much of one for one-switch games. Oddly enough the fewer buttons there are the more confusing it is for me. Anything less than three or more than eight and I have to start thinking about it. I did get better the more I played, though (I got to the crocodile babies on my second game). One thing I did find strange is that I click with the mouse button to start a game, but the mouse button is not one of the buttons I can use to control the fish.
Overall I think you have a unique and fairly polished game, but in all honesty I think this would fare better as a browser game. The simplicity of the controls and the single-board arcade style doesn't lend itself to something that I would invest time in playing at home, but more like something that I would go back to a few times a week on lunch breaks.
I had mouse control for a while, but it seemed to confuse people even more because they expected the cursor position to mean something. I agree that it'd be better as a browser game too. In fact, most of my games and prototypes would. I'm actually learning AS3 now so that I can make the jump.
* I was a bit confused when I pressed the down arrow in the main menu and the game started.
Good point. I fixed this in PCFM already, but forgot to clean up the Fishie Fishie version. I'll port it across tonight.
* I didn't read the text at first so was confused for a bit -- I didn't immediately realize that holding the key would turn, since I for some reason was only tapping it or releasing it. For illiterate people like me it would help to stick pictures on the opening instructions -- like 3 pictures of a little animated fish turning left, going straight, and turning right, with captions "No key pressed," "key tapped," and "key held" respectively.
I'd hoped not to have to do this, but yeah, I think you're right.
* I didn't understand the combo system the first time I played...
I didn't really think people would take much interest in the combo system, and would focus more on getting through all the levels. In the end I toned it down so that it wouldn't distract or confuse people. Hmm.
* Lives or some other way to retry an area the player messes up on would definitely seem to add a 'skill building' feel to the game, as the player would be allowed to work on the tricky level specifically for a bit and so would be able to tell if it was actually a tricky level or if they just screwed up, and would have time to strategize about how to best approach the tricky levels.
There are checkpoints every 5 levels, so with some level of mastery dying isn't a big deal. I agree that this is a bit boned in the early game though. Balancing the game for first time players has been one of my biggest problems, 'cos I can't slow it down too much or people get bored. Hmm again.
Overall my impressing of the game so far is that it's lightweight, fun, easy to pick up but also a (surprisingly) bit confusing at first, and it doesn't quite seem to have the sense of skill or strategy or connection to the score to make it a fully compelling high-score game.
I think you're right. The high score thing is really just there as an additional goal though, it's not supposed to be the meat of the game. Still, I'll look into explaining it better to the player.
Something tells me we'll need sum Guertin' Feedbackin' magics.
That would make me a very happy Farbs.