Plankton Rush Hour by Void4

You are late for work once again, and that means you will have to barge through the 9am scrum of layabouts and rogues to make it to the business committee facility within a somewhat acceptable timeframe.
As you complete more levels, the crowds will get more packed and boisterous. Keep your wits about you, and don't be afraid to push and shove.
Controls
Movement: WASD or arrow keys
Abilities: 1, 2, 3
1: Boost
2: Rage pheromone (draws creatures towards you)
3: Stink pheromone (repels creatures away from you)
Zoom in/out: Page Up/Down
Known Issues
- There is no indication on the UI that there are abilities you can use
- The first few levels are very easy and it doesn't start to get hard until about level 10-15
- The pheromones shader somehow manages to look a little different on every platform
- The pheromones abilities are quite weak
Tools Used
- Code: Godot Engine (GDScript 🙁)
- Images: GIMP
- Sound: Audacity and https://onlinesequencer.net/
| GitLab | https://gitlab.com/Void40/plankton-rush-hour |
| Link | https://void40.itch.io/plankton-rush-hour |
| Original URL | https://ldjam.com/events/ludum-dare/56/plankton-rush-hour |
Ratings
| Overall | 264th | 3.048⭐ | 23🧑⚖️ |
| Fun | 271th | 2.833⭐ | 23🧑⚖️ |
| Innovation | 290th | 2.667⭐ | 23🧑⚖️ |
| Theme | 158th | 3.643⭐ | 23🧑⚖️ |
| Graphics | 247th | 3.048⭐ | 23🧑⚖️ |
| Audio | 244th | 2.475⭐ | 22🧑⚖️ |
| Humor | 131th | 3.225⭐ | 22🧑⚖️ |
| Mood | 247th | 2.976⭐ | 23🧑⚖️ |
| Given | 70🗳️ | 11🗨️ |
I found it to be a bit repetitive, and I also don't think the stink pheromone was working at all? The collision sound effect was a bit jarring, especially when you get stuck in between obstacles.
Made it to level 7 before the rush hour just got too intense haha

- A menu with no graphics and just plain text looks a bit sad you know
- The story feels a little bit disconnected to the gameplay. Maybe consider telling the story through the gampeplay sometimes, or maybe putting some writing closer to the gameplay (speech bubbles?) I mean I don't know what would work on this game, but you get the general idea.
- Graphics are nice, I'm a big fan of that work place gate. But the overall graphics lack a bit of cohesion: menu doens't follow the same artstyle, and the general gameplay artstyle looks a bit different.
- Make that background move to give the sensation of speed! (Maybe parallax would work if you're feeling fancy)
Again, game feels nice, these are just thoughts on some things you could improve, but already a great job!
The segments with texts between levels seem quite disconnected from the gameplay, especially since there's nothing visual to accompany them. It actually took me a while to realize there was any text happening there because it just felt like something unrelated to the gameplay.
I Imagine the possibility of populating the sea with an endless variety of creatures! Different types of plankton, perhaps, and other marine life, which could certainly make navigating these waters quite fascinating.
Yuo guys have kiled it!
