Great game! It's very creepy and makes the player feel isolated. The hexagon graph puzzles are pretty cool too. Great job!
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Isolating Waters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1 | 4.400 | 4.400 |
Overall | #2 | 3.950 | 3.950 |
Fun | #3 | 3.650 | 3.650 |
Originality | #7 | 3.800 | 3.800 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
That was awesome !
I took a good time playing it. The puzzles are great like I was playing sudokus. And the atmosphere, the story felt good !
However one thing that should be removed is the force to turn around. It take too much time for no reason. Maybe you could cap it to a maximum speed as I understand it is to simulate that you are under water, but I felt so much painful.
Good experience thanks dude :)
I looked into the code in more detail and I realized I didn't make turning framerate-independant. Well.. I tried, but I didn't do it properly. I used a mix of Time.deltaTime and Time.fixedDeltaTime in Update(), when I should have only used deltaTime. That's why the turning was incredibly slow on anything less than 60fps. Even 60fps was slow since I tweaked the settings when using 144fps...
It's a pretty dumb mistake, but I already fixed it and will update the game when the voting period ends.
Really awesome work! The atmosphere, sound design, graphics and puzzles all worked incredibly well. It was a bit unintuitive at times, and I got suck after the big pyramid shut its doors. Maybe I should have gone inside faster? Also I get the intended effect of making the turning feel sluggish, but it just felt painful to look around.
All in all a super impressive submision!
Edit: Read the other comment and followed the black cubes to the actual ending, which I admit made me jump a bit!
Incredible work! The atmosphere was fantastic, I really enjoyed the feeling of not quite being sure that this little guy is a friend, and then was sad a little later. I thought the slow turning really added to the experience (I was expecting a jump scare the whole way through!) and the shake and lag on the helmet was very grounding, as was the sound. The puzzles were spaced well and grew and shrunk in complexity at the right rate for me.
I only have minor quibbles, I intuitively thought that left click was clockwise and right click was anti-clockwise, it took me a while to unlearn that - I wonder if that's a common intuition among others. Also, right at the start, I dropped down and stepped backwards and fell into an inescapable corner. Fortunately, as it was right at the start, I lost no progress when I restarted and I was on my way.
Really good job, you achieved an insane level of mood in 7 days, with solid puzzles and story to back it.
There is a setting in the options menu to swap mouse buttons, but I'm noticing a trend that noone looks at the options menu... I probably could fix that by having a little pop-up when doing the first puzzle that tells you about the available options.
Also I wasn't sure which way should be the default rotation, so I just went with what was intuitive for me even though I do remember that similar puzzles in Warframe had it the other way. That never really made sense to me.
I'm glad you liked the game! :)
Fun game. I loved the visuals and the sounds. I do feel the player moves far too slow and turns extremally slow. I liked the puzzles but I found that the ones on a small or too large area were very hard to aim at the correct piece. Overall, awesome work!
What a great game! The puzzles were a lot of fun and the atmosphere is just great! As already mentioned, turning is unfortunately really painful. I also wasn't sure where to go after I restored power in that first building. Maybe I oversaw some clue, but the slow turn movement discouraged me from exploring.
The intended path after the restoring the power is to follower the little drone. I added lights to it to make it seem important, but looking back I think that wasn't enough. I should have added some sound effects to it, or make it leave a trail as it was going to the next section of the game.
Thanks for the feedback!
Great use of procedural generation for the puzzles! The movements were painfully slow, but the story kept me pushing til the end
That was really good!
I found myself enjoying the hex rotation mechanic a great deal. It's simple and satisfying with a good "first-level heuristic" so I can see how well I'm doing. It kept me entertained between the story bits. A solid entry.
Some things I think could be improved: (a) a targeting reticle would help. I know the hexes grew slightly when focused, but even a small, faint little dot would help me know where I'm focusing. (b) the movement, while deliberately slow for effect, felt like it didn't have to be as slow as it was. Rotating in particular felt like a slog. Perhaps a water slosh sound plus more bubbles when rotating would make it feel just as hefty, rather than slow?
As one last bit, I'm not sure if I "finished" the game at that last part. I unlocked that last room and then wasn't sure if there was more I should do.
I'm glad you enjoyed it!
A targeting reticle is actually an option in the game in both: the main menu and the pause menu. As for the movement, I realized that the web build and the standalone build were behaving differently and I should have made the rotation faster anyway, but I only caught that when there was no more time to change anything.
Also, yes there is an actual ending. You're supposed to follow the black objects left on the ground. I had the game play-tested by some friends and finding the way to go never seemed like an issue, but with sample size of 2 I should have been more diligent.
Thanks for the detailed review!
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