0.2.0 Status Update - 4/14/24


Hey all,

I would like to say before I start talking about the next update, thank you all for trying This Fish Cannot Swim! It was super interesting to see all of your thoughts and your feedback, which I've honestly been missing for quite a while (the last game jam I participated in was in 2020).

Speaking of feedback, let's talk about some of your ideas that I've implemented in the next update, 0.2!

  • A key counter has been added, making it easier to keep track of how many keys you have and how many you need to collect in total. While I had been thinking of adding a counter during the original version's development, one of you really wanted one to be added as well, which I guess gave me the push to add it to this update.
  • A change I did not think of during the original development, however, was zooming out the camera, as some of you had a little bit of trouble with how close the camera was. Now, I definitely prefer how zoomed out the camera is now over the original, however this unfortunately comes with a problem. As you can see, I've attached a photo of the most recent dev build of the game with the zoomed-out cam. You can probably notice where the problem is clearly at: the sprites. They have a bunch of sub-pixels now, and they look kinda weird. I'd like to hear your input on the zoomed-out camera, if you're reading this, with all of its pros and cons. Should I re-texture everything? Is the camera too far now, even?

And now, some features that I've added in 0.2 so far that aren't necessarily based on player feedback:

  • Input by Juju Adams has been implemented, meaning there are now more control options and controller support!
  • Full-screen switching. Simply press F on your keyboard (on non-HTML5) to switch between windowed mode and full-screen.
  • Probably something none of you care about for this game necessarily, but the game now uses tile-based collisions instead of collision objects, which should hopefully make level creating a little less tedious. The collisions which prevent the player from leaving the room is now being handled by code instead of a collision object as well.

That's all for now. Cheers, and I'll see you in the next status update!

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