Will do, feel free to add me as a friend on here as it will automatically update you when I post a new one. I'm currently working on a game and should have it ready (I hope) in the next month or so, the AI Pathfinding is proving to be quite difficulty currently.
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its a pretty good game i mean it was annoying at first that evry shark i touched killed me but i never did understand what the brown bag did
You are suppose to avoid the sharks :p. You can use the harpoons as more of a "safety net" against them but the overall goal is to completely avoid them. The brown bag's purpose is to be an assortment of bonuses (positive and negative) to add some additional random elements to the game. It is completely optional to the game play and a not required to win the game.
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And also, I'm fairly certain that the harpoon % chance of working is not right, three hits in a row killed me with a 77% chance of working
The harpoon percentage formula works correctly. STR*7 + AGI*3 > Random(100). I may lower it if enough people find it to be a problem, but once the shark dies it is gone for the remainder of that day.
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Still playing, and honestly, for your first game, I give it a 5/5.
A few things though, at times, I feel like I'm playing 'dodge the sharks' more than 'collect the fish' and the paper bag seems to give me a negative bonus more often than not D:
Maybe add some type of flipper upgrade that lets you fight the currents better, and a weight suit that lets you fight the buoyancy?
Thanks :)! The sharks use to be way worse, though I agree even toned down they can still get a little out of hand. The max unique sharks you will see on a single day are 7, which you can kill 5 of (after unlocking a few bonuses). I wanted there to be something "difficult" from day 1 to day 30.
Thank you for pointing out the balancing issue with the brown bag upgrade. I must have been in a fowl mood that day because 4/9 effects are bad to begin with and once you start maxing out some of the good bonuses you end up with 4/6 bad effects. I will work on reorganizing the list of effects and possibly toning down the probabilities that the negatives will hit off as well.
I'll add the flippers/buoyancy to my to do list and see how it plays out during game play.
Thanks again for the suggestion, hopefully I can make another game that would interest you in the future!