S W O R D F I S H
An aquatic action game. Swim sword first into the deep to destroy the evil at the heart of the ocean.
- fast, dynamic old school gameplay inspired by Ecco the Dolphin
- Multiple enemy types each with their own attack patterns and weaknesses
- 25 levels of aquatic action
- A plucky swordfish with a charge attack and nothing to lose.
I hope you all enjoy the game! Post your final scores below :)
Let me know your feedback here or @danhowardgames
Thank you very much! I'm glad you enjoyed the game and the level design/difficulty curve. How long did it take you to beat? I'm curious to see your final scores?
@freds72 the boss is quite different but I'm glad you managed to get there well done!
@Jusiv yes I agree about the music. I am planning on adding some for the next update.
@chowyunbrent Ah, but that run had such a terrible boss fight choke when I knew the sub 4 was there for the taking... The 4:14 glitchless run is much more satisfying.
No, no, the collision detection is fine! No need to change anything! Actually, I still don't have a good handle on how to clip through most of the walls—it's effectively rng for me. The only exception is the last clip where I just swam into the wall. That one always works if you get lined up properly, and it works anywhere that formation is used (but the other spots aren't useful for saving time).
That said, if anyone were to figure out how to get a high success rate on the general wall clips, it'd open up a few more useful spots. As far as I can tell, just about all the walls are permeable, as you can see in this demo.
Discovered this because Willo is one of my favorite games on the platform and I decided to go back and see your other work. So awesome! It's like a more linear Ecco the Dolphin, which is great because that was a game you could easily get lost/confused in. Love this!
Great game! Really enjoyed it, the visuals are awesome and all the sounds are perfect.
On the topic of collisions, it looks like you can consistently clip through floors if you dash into a clam at close range - did it by accident on my first run, then again on my second. Looking at the current wr that might not be useful in speedruns but you never know.
@tinysorcerer Yeah, the clam wall clips are why there's a provision stating "accidental wall clipping" is allowed in the no major glitches category. Don't want people who accidentally go into a wall during the clam battle to have to reset if they're doing NMG runs.
There's no level where the clams provide an optimal wall-clipping spot, but they are an option for people struggling to do the clips in my runs.
Any chance you'll be submitting a run or two?
When I thought this was just a regular arcade game, I was just gonna comment something normal like "super smooth movement, awesome job!"
But now that I've finished it, it seems to be a bit more than that. For some reason, at least for me, subverting the expectation that this was just gonna be some super chipper, upbeat arcade game really hit hard. The later levels felt dark and disconcerting, and they also kind of made me realize why the game has no BGM.
This game gave me chills, well done.
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