

The life bar is filled with light, and to fill it up your jellyfish needs to feed on the small shiny fish. I want to float and stare… no, marvel at the visuals, but the depleting health bar makes me act stupid and swipe hysterically, so my jellyfish never really stands a chance to advance far enough to want to boast it off. We usually admire cross-genre games, but in this case the different genres collide and conflict instead of singing in tune. Seashine is a beautiful experience, inviting to explore and enjoy, but its pace is that of a twitch game.

On the other hand, you need to swipe so fast it turns into a reflex-based arcade, just an endless runner, where you chase after a high score.Īnd it’s a shame.

On the one hand, you have a gorgeous game in itself – the visuals, the sound score, the variety, the idea.

Hence, the control scheme collides with the time-based nature of the game, and the outcome is controversial. I’d say – too fast to enjoy the experience. The neon dude has a life bar at the top of your screen, and it depletes fast. The problem is you are very, but very pressed for time. Otherwise, the gameplay turns into a painful and annoying experience, and you may drop it altogether after some 10 minutes despite all its virtues. You need to figure out the mechanic of the jellyfish propulsion to make the swipe control scheme work for you, not against you. It uses a sort of jet propulsion by squeezing its body (not tentacles), and pushes jets of seawater from the bottom of its body to propel itself forward. Even though the control scheme is quite intuitive, don’t be misled by the seeming simplicity. You control a neon shiny jellyfish by swiping in the direction you want it to move. Seashine is a highly stressful endless ascension with no light at the end of the tunnel, or cave. After all, the genre is set as “adventure” by the developer. The first time I saw the game and launched the Tutorial, I was anticipating a laid-back exploration game in the same genre as Sparkle 3 Genesis.
