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A jam submission

Beneath The BrineView game page

The Death Stranding of Isopod Fishing Games
Submitted by Bearly Eagle Games (@BearlyEagleGame) — 2 days, 20 hours before the deadline
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Comments

(+1)

Why is your Quality Setting between 1 and 2+ changing the FoV?

I softlocked during the challenging Jump Thingy around the Pillars because the Checkpoint 21 checked me while I was still in Air above the Ground. Unplayable.

Atmospheric Sound is nice, Level Greybox in general is nice, I never really felt lost, it guided me well towards the next Area, Physics on the Spikes seems not very useful, just annoying once they hit the Ground , could just stay stuck there due to being Spikes. It felt odd being able to destroy Kelp from so far away, having some more Spiky Balls around them would be better I think. It could be more open, with multiple Paths and different Routes to take, but that might be later on, not in its current State of "Tutorial/Guiding through a Demo to showcase all there is".

Player Model could use a bit of work, it too feels greyboxed at the Moment. I see the Idea you're going for, but you'd need proper Textures, and a bit of an adjustment of the Model itself I think.

Movement Speed could be faster, I always sprinted, B to lean into the Pull seemed to just rotate me slightly backwards, no Idea what it's used for.

I generally like the Atmosphere, imagining how it'd look like if its no longer Greyboxed.

You could and probably should increase Air Control, decrease falling Speed and overall play with "Air" Physics, as you're underwater, not in Air, and it should feel like that. Maybe if you're going for some more Action Platformer with Upgrades kind of Thing, some small Paddle/short Swim as an later Player-Upgrade?

Are Fish attracted to me? It felt a few Times as tho they were cycling right on top of me, which is annoying. They shouldn't phase through Terrain, and should stay decently far away from the Player to serve as Distant Elements if they offer no Gameplay.

If I can rope and ride them, or if they swallow me if jumping/swimming too high, that could be an interesting Element for a few Levels/Areas maybe.

Generally I think this could have Potential, I like the Atmospher of being underwater quite a bit, but I don't really know where this is going right now, in Times I thought it could be an Action Platformer Darksouls, other Times it felt more linear and just like a regular Platformer. Some Story, NPCs, potentially a Coral-Reef-y Hub Area, Combat against other Bottom Dwellers and Fish, you have a lot of great Options there.

Controls were alright, a bit more Aircontrol maybe, and have it feel more like you're underwater, Ledge-grab might prove good. If you're aiming for any kind of Combat in this, I'd say you need some Form of backup on the Player in case they run out of Spears to throw in a really bad Situation with no Spears around to pick up, to prevent a lot of potential Softlocks/Resetpoints when Designing the World.

Needs more Crustacean Puns.

Developer

I pushed a hotfix a few days ago to add more checkpoints, I'm sad that it ended up preventing you from finishing the demo!

I have pushed another patch just now that addresses that, as well as several of your other notes (Air control, sprint by default), but since I have been moving on with ambience tests, it might not run as smoothly.

Thank you for the writeup - our main focus at the moment is core mechanics and movement, so the feedback is very much appreciated! I think we'll have a lot of your other notes addressed to some degree for next DD!

Developer

Oh, also - Quality setting doesn't actually affect the FoV! I'm trying to build out a cinematic look, so I'm using both an anamorphic lens, as well as faking anamorphic lens distortion using a postprocess effect called Panini Press. Try to look at a straight line at the EDGE of the screen (Use the floor grid lines, or any cube), and you will see it slightly curve, unless you set the Quality Setting to 1 (which kills all postprocessing)

Submitted (1 edit) (+1)

First, your game has high ludo energy. It's very immersive. I like the feeling of being small and seeing my objectives from very far away. The level design is excellent. Is your game going to be purely linear? It feels ripe for a metroid-esque or DS1 interconnected map.

Here's my list of things that I noticed as I played the game:

The protagonist looks great. Its anthro design with thick thighs is reminiscent of sybil from pseudoregalia.

The tutorial text goes by a bit too fast. You need to have a way to reread past sections. Or at least a button prompt before the next dialogue line appears.


I found one of your easter eggs lol.

The idle animation is amazing.

I'd like checkpoints to save the equipment I had at the time I reached them.

The rappel section and everything after it needs to be a bit more forgiving.

It would be nice to a have a way to test your equipment safely in the level design before committing to a potentially deadly jump.

If you throw a spear from too close at the green blocks, it doesn't work.

One of the checkpoints is bugged. It was respawning me in mid air, under a platform. There was no way to stop falling to my death every time. It's the first checkpoint you encounter after you leap back to the giant block you threw your spear at earlier.


My run ended here. I had a lot of fun. I was totally immersed. I will follow your game's development closely.

Developer (1 edit) (+1)

I pushed a hotfix a few days ago to add more checkpoints, I'm sad that it ended up preventing you from finishing the demo!

I have pushed another patch just now that addresses that, but since I have been moving on with ambience tests, it might not run as smoothly.

I'm really glad you like Isobella, even in her early state - there's a lot more work to bring her to life ahead. 

We'll add a glyphs-per-second option to the settings, as well as force "Enter" to proceed any tutorial dialogue, I think.

All your other feedback makes sense, we'll start working through it. Thank you for playtesting, it helps a lot!

Submitted(+1)

The setting is fantastic! I really like the idea here, and the ambiance you managed to create with just greybox assets is great! Really felt like wanting to play more.

On the gameplay side, I peronally felt that the walk speed was too slow. It is great for areas where we need precision, though, but those seems to be not the majority of the game. So what you could do here is sawp running with walking. Make running the default speed, and hold SHIFT for walking, for when we need that extra precision.

The jump felt quite floaty, which is fine, since the game setting is underwater, but then, please give me more air control. I feel Isabela should be able to "swim" a bit with each jump, and reposition herself.

The first harpoon section, I couldnt read the tutorial fast enough to understand that LMB shrinks the thether. So please make the instruction linger a bit more, or have a menu where I can check the info again.

Speaking of cutscenes, we can control the character during them, and that can cause wierd interactions. You should take away player control while a cutscene is playing I think, for safety.

I played up to checkpoint 21, but there is a wrong placement of the checkpoint, which respawns me on a freefall to my death. So you should probably get that fixed.

Lastly, please add controller support. This seems like the right type of game for it.

Keep up the good work!!

Developer(+1)

I pushed a hotfix a few days ago to add more checkpoints, I'm sad that it ended up preventing you from finishing the demo!

I have pushed another patch just now that addresses that, as well as some of your other notes (Walk is now holding shift, air control increased) but since I have been moving on with ambience tests, it might not run as smoothly.

We'll add glyphs-per-second to the settings menu, as well as force "Enter" to progress tutorial menus, I think - that's very fair feedback.

I do like being able to run around in cutscenes, just because it feels better to good around than losing agency - but I will make a note of the concern, it'd be good to maybe have all of those cutscenes be directly after a checkpoint, so if the player DOES get themselves killed, it's not a big deal!

We'll have controller support in a few days! C:

Thank you so much for playtesting, it helps a lot!

Submitted

You're welcome! I'll try the demo again, now that you have uploaded a new version. I'll sure to finish it this time

(+1)

Sea depth skybox is fantastic, so are the models for the Iso-chan (I'm coining this nickname, copyright, trademark, etc) and for dead crabs. Map is surprisingly vast, but relatively easy to navigate - though I would've preferred more landmarks for where I could and couldn't go. Jumping feels good, but I would prefer a bit more water control (air control but beneath the brine) - though it's a very minor nitpick, I didn't have any issue with current controls.

Harpoon throwing is good, appreciate the visual trajectory - though it flies EXTREMELY far with proper angling, and can be thrown almost across the map (which may not be optimal, especially with the grappling rope attachment). Speaking of grappling rope - it's a bit too finnicky, especially when you swing. I didn't have any problems, BUT I can see how it could become an issue. Also I would prefer some notification about when the rope is about to run out and I'm gonna fall - but that's probably in the QoL department.

Ambiance is nice, though there is some low freq ambient noise in the SFX channel. I would imagine it's intended since you're underwater, and God knows what's making that noise in the dark depth of the sea void - but it also messes up other sounds on the SFX channel (like footsteps).

It's a solid start for a platformer, and the setting is fairly unique. Looking forward to see it developed more!

Plz let me harpoon the fish to death.

Developer

I appreciate the feedback, it was great to see you explore the game live!

I think your notes make sense, we'll add most of them to our todolist.

The low freq ambient SFX you reacted to was the hum from the geothermal vents you spawn next to - we might tune them a bit if they sounded like a bug. Were footsteps just quiet, or did they glitch out as well?

Fish Harpoon Action will be upped in future updates, better beelieve it

(+1)

I liked the feel the game had! It was definitely intriguing - the world building around the character looks very interesting. I finished the demo but I didn't find any secrets :( I'll try again to see if I can find some. I don't have much feedback tbh since I know it's a work in progress, it ran well on my computer, I didn't get any bugs besides the occasional character getting stuck in weird collision angles.
I do wish for the player character to run just a little bit faster, since some of the open areas were super wide to explore, it took me a lot of time to check every corner in that last area(I was looking for secrets hehe). Keep it up Krample!

Submitted (4 edits) (+1)

Loving the atmosphere! Nice blend of horror/mystery combined with exploration. Needless to say it needs an art pass.  Didn't have technical any issues, ran great on default settings.

Some feedback.

1. Jumping feels inconsistent at times. Feels like there's too much drag and you lose most of your velocity once you're in the air making jumps hard to calculate. Might be an air control issue.

2. I would like to see some kind of health indicator. Like changing the glowing color of the tail.

3. When throwing a spear I would like it to switch to the next item automatically.

4. Even when my inventory was full I could still spawn spears from the sea urchins, I don't know if this is intended.

Keep up the good work!

Submitted(+1)

the atmosphere is there, but the platforming feels very barebones and frustrating at times due to the lack of air control and high-commitment
coupled with a checkpoint system and long drops it can be frustrating when you flub a jump once and gotta re-do everything leading up to it

(+1)

Reminds me of the OG Haydee in a way, with the slower paced exploration and platforming, but I don't think it pairs well with the sheer size of the levels, at least without something else to do between platforming.

Good character design. Good taste. Could have a nicer butt, I won't complain, I assume it isn't the final model anyway, given the simple visual state of things.

I also did stop playing early (the drifting dead crabs section), I wish there was at least a simple placeholder method of determining current HP value, and that there was some way to restore a hitpoint or two scattered around.

(+1)

Got stuck after the blue cube section. I'm not good at precision platformer games. The character & vertically rich area design are what's most interesting about this demo. Would love to see what these giant walls are made of- they remind me of sunk buildings or something like that. Moving felt good, wanted to do more with the ziplining. Wonder if it should be more accessible, whether by having more blue surfaces or making it stick to regular walls too

Submitted(+1)

I got stuck at the part directly after the first zipline section, the diagonal walls kept making me bounce off. Aiming with the zipline gave me some trouble I had to aim really far up to hit the blue thing, the controls imo flashed a little too quickly I had to watch the cutscenes multiple times to reread them.


Submitted (1 edit) (+1)

https://www.twitch.tv/videos/2343901562

Bit disappointed, thought this would be a fishing game.

Character controls are frustrating in some situations, need more polish. Run should be a toggle, 80% of the game you want to be running, don’t think there’s even a sequence that requires walking (some are easier walking), while many jumps require 95% perfect setup and it’s a pain having to hold down your pinkie.

Played until I didn’t understand where to go next, there was more green stuff to pick up, but it seemed like a glitch, since it wasn’t even visible. Anyhow there was no target to hook onto except the fish, which seem to just move unpredictably. Anyhow the fish are cool in how they can help skip some sections.

Agree with other commentors that level design / atmosphere seem to be headed in a good direction.

Developer

Just now noticed your twitch link, solid effort!

I agree with the feedback. I'm not entirely sure what we will end up doing for running/sprinting, but I don't want to require the player to hold down the button 100% of the time, naturally.

The green stuff up on that cliff wall is to add a rope to a harpoon, and if you turn around, there's a blue box at the other side of the cliff you can tether to. However, it's clear to me that this one is a bit hard to catch. I'll improve the environmental guiding.

You did seem to have a hard time with the jumps. Did they just feel a bit strange, are you able to pinpoint what exactly was causing you grief? Just too precise jumps in general?

Thank you for the effort!

Submitted(+1)
You did seem to have a hard time with the jumps. Did they just feel a bit strange, are you able to pinpoint what exactly was causing you grief?

Guess I’m just not very good at video game?

One thing that kept throwing me off anw. was that it makes a huge difference for an air-jump whether shift is held down or not. And holding shift+jump direction+pressing space is a bit hard for me.

Developer

That's fair. I'll see what we can do about that!!!

Developer(+2)

Also there will be spear fishing, pinkie promise, we just haven't iterated on the harpoon functionality yet!!!

Submitted(+1)

The sense of exploration is great. Found 3 secrets + the funny.  Got pushed into a wall by a fish cluster.
Ledge mantling could work for this game.  Overall i enjoyed it. Just needs to be less janky. Also, let me ride the goddamn fish!

Developer

I think 3 secrets is a record!

Based on the feedback, I think we will prioritize a full movement overhaul asap. I think the biggest thing I've isolated, watching playtesters, is that ledges and slopes needs to be way less punishing if I want to keep the jumping as precise as it currently is (Which I do, I like satisfying long jumps)

Submitted(+1)

Couldn't figure out where to go after the first checkpoint. I got the dice that turned the character purple, but it teleported me away and I didn't know what to do after that.

Submitted(+2)

Cool level design

Controller feels like the default unreal cmc and this is pretty bad for platforming, you need at least to add input buffering and override jumps with curves or timelines

Developer

I've been sussed out....

That's fair. For our next sprint, we were contemplating implementing ALS, primarily for the free ledge grab. I've never set up input buffering before, I'll do some research

Thanks for playing our game!

Developer

Could you elaborate a bit on the behavior you would -like- to see, what curves and input buffering would yield, just so I have a clearer idea of what to research?

Submitted

If you make a platformer you need to make jumping feel good!

You change jump force or/and gravity non-linary to remove this floaty feel

When you press jump just a little before landing and it didnt work it feels frustrating, to fix this you make for jump button a bool and allow it to be activated for some additional frames

Submitted(+1)

Linux version work perfectly

I was impressed Anon, it was grey and red, but the music and the level immersed me in the first second.

-Need more checkpoint

-Flying Fish pop from wall and throw me off the cliff

-MC need some work on the color scheme

MY FAVORITE GAME OF THIS DD (as of now)

Developer

It's so peak...

Thank you for playing, I am very glad you liked it!!!

Submitted(+1)

i had some issues with the camera
sometimes it didn't allow me to see the next jump clearly
some of those jumps were VERY tight, which was exacerbated by not knowing where to go

Submitted(+1)

Very nice.
I like underwater settings and even in this early stage I thought it was atmospheric, the music helped a lot.
The jumping controls fine, the throwing less so, I had to basically look at the ceiling to hit distant targets like the first blue patch.

You can drop an harpoon while aiming and the character will stay in the throwing pose
Also she says the zipline mechanics wasn't clamplicated but the buggy part is that as you prepare the second throw the first harpoon pulls you to it and then when you press Q to merge the two tethers into a zipline the character lets go of the tether and falls down.

I hope you keep working on this, it's interesting. 

Developer

Very useful feedback. I figured the aiming was an issue - this reaffirms that we should prioritize this sooner than planned, methinks.

I'll see if I can repro that bug, thanks for giving clear steps!

Thank you for playing!!!

Submitted(+1)

Failed to work on win,e do you have a linux version

Developer

We do now! Can you give it a try, see if it runs?