Yeah I added the reverb to make it sound really underwater. I literally attached a reverb zone to the player at the last minute and left the defaults. The controls are indeed confusing and I struggled with that. I thought it would be interesting to keep it that way but show the user the next move with the clock like compass you can see at the top of the screen. I tried the keep the pace slow so that one could take in the situation and sort of make a plan based on the movement limitations kind of thing. Thanks for playing :)
Yeah you are right it desperately needs a few fuel indicators. Like maybe it should flash when its close and show you very clearly that you ran out of fuel at the end.
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Yeah I added the reverb to make it sound really underwater. I literally attached a reverb zone to the player at the last minute and left the defaults. The controls are indeed confusing and I struggled with that. I thought it would be interesting to keep it that way but show the user the next move with the clock like compass you can see at the top of the screen. I tried the keep the pace slow so that one could take in the situation and sort of make a plan based on the movement limitations kind of thing. Thanks for playing :)
Simple control, great graphic and animation!
I wish there is some indication or feedback for low fuel
Yeah you are right it desperately needs a few fuel indicators. Like maybe it should flash when its close and show you very clearly that you ran out of fuel at the end.
I really love seeing good voxel art being used in games. Kiddos!
I kinda wish that turning the sub didn't use air, but at the same it DID make me panic even more when the octopus started to move. Haha...
Very nice work.