Okay & Alright by aeveis

Description
You play a very sad fish plunging to the depths. There needs to be an external force to turn things around. A short narrative experience.
If you're not sure what to do, try swimming around. Your tears will reveal the text.
Thanks for playing!
Updates
10/3/21: fixed a shader bug that was causing game to crash midpoint, and removed the constant recentering.
10/4/21: added touch controls for html5 (for mobile devices) and crisp pixels on fullscreen
Controls
- [Arrow Keys] to Move
- [R] to restart the game
Tools
- Art: Gimp
- Library: HaxeFlixel
- IDE: HaxeDevelop
- Music/Sound: OpenMPT
Ratings
| Overall | 210th | 3.613⭐ | 33🧑⚖️ |
| Fun | 499th | 2.661⭐ | 33🧑⚖️ |
| Innovation | 324th | 3.194⭐ | 33🧑⚖️ |
| Theme | 276th | 3.565⭐ | 33🧑⚖️ |
| Graphics | 39th | 4.21⭐ | 33🧑⚖️ |
| Audio | 157th | 3.483⭐ | 32🧑⚖️ |
| Humor | 363th | 2.315⭐ | 29🧑⚖️ |
| Mood | 8th | 4.387⭐ | 33🧑⚖️ |
| Given | 27🗳️ | 38🗨️ |
Edit: Ah, the center thing was kind of a early test for movement so I just removed it as well.
You've always done an excellent job making games with heavy emotions.
The visuals are so simple and yet so charming!
@gamepopper Thanks! I was able to try out more shader stuff and do animation there :). Glad story was touching for you!
@100th-coin Just 4 frames for the tilt to the side and the rest is sine waves in a very specifically applied shader. Still figuring out the writing thing, thanks!
@badbill Thanks, glad it was encouraging!
@torcado Thanks! I wasn't sure if it would work (a whole lot of one shot features just following a narrative and not using anything tilemap-based haha) so this was pretty experimental for me too!
@bloodbane thanks! Yes that was my thinking haha.
@notaltright thank you! I think self reflection is always good, just gotta make sure it's not rumination, friends can be very helpful for that.
@jeremyfa thanks! There were a bunch of other things I was planning to add, but as it turns out adding events to a narrative means that every new thing is a new feature. Probably something I'll get back to at some point (especially in the 2nd half of game).
@mateusboga The tears passing over the text reveal it, but the feedback ended up being not super clear for that. Also this is not explained, but you can move the friend mote up and down and that also reveals the text faster.
@kumber Thanks! I am glad the fish made it through too.
@lereveur Thank you, I hope it was encouraging!
@nyxkn Haha, it used to be slower and I had to speed it up. The tears coming from the fish reveal the text, and the friend also reveals the text faster. But I don't really explain that and it's possible to play through it a bit slower. I may try and add more feedback to that (aka rework how the text reveals) but that will be a later thing. Thanks!
One last note: I always write down honest review, because everybody need that, not just nice craps with some bullshit, but sometime I will appreciate very good games. So if this review insult you, but use it well :) Anyway every game is counting so :)
@qaeron Thanks! I had some more ideas, but as it is with implementing everything towards a narrative every thing I wanted to add ended up being a new thing to add (who would have thought haha). Having the tears do something more was something I was thinking about, especially at the turnaround, and will probably be something I'll keep thinking about.
@weirdybeardyman Thanks! I'll just generalize "fun" as "engaging" as usually that's what people are really looking for.
@kalevrk thanks!
As for the art, the music*, and how it all fits so, so well together: It reminds me of that story about a client coming back to complain to the artist, that, yes, it was very pretty, but did they really have to pay so much for 2 pen-strokes, and wait for years for that? Then the artist takes the client on a tour through their house and countless of sketches and studies done in preparation for those two lines lie on all surfaces and pour out of every cupboard and chest that is opened. (It may have lost something in the retelling, but I think about it often.)
(*: It's interesting how music you suspect wouldn't be that (for lack of a better word) 'good' on it's own can nonetheless perfectly fit a certain mood or other piece of media, isn't it?)
One last thing: When I put it in full screen immediately after the haxe-flixel logo, it took a very long time to load (or maybe I already clicked a few times when it was still loading something and then needed to click again to start). So much so that I almost went to close it and write a comment about how it wouldn't start for me. I've been trying to reproduce it, but no luck, it now starts fine.
Also I would like to ask, how did you animate the fish?
@wafflesys thank you, glad you enjoyed it!
It would have been nice if there was some more visual feedback for the tears colliding with the text (like if they disappear or change color when they collide with the text).
I think this is not really my kind of game, since there isn't too much to do while waiting for the text to appear. I can see it having nice emotional impact for some people.
I'm unfortunately not a huge fan of what little control I had over revealing the text and interacting with in-game elements. I can tell those game design decisions were deliberate...and I simply didn't like them. Still, at least I thought it was an interesting experience, with a few shining moments.
@omiya-games thanks! I'd like the text revealing to be a bit more one to one actually, had some "level design" thoughts that I ended up not really doing because of how the text reveals itself (aka trying to access frame data for text is complicated and I ended up with the brute force solution of covering the text with squares and the collision detection for it is bad). I'd also like a bit more interactive bits, but since it's all tied to the narrative it ends up being a new thing for each moment. That's helpful feedback though, thanks!