Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Neptune's ChildrenView game page

Survive the halls of a hulking shipwreck, and recover the artifact
Submitted by Enygmatic — 36 seconds before the deadline
Add to collection

Play game

Neptune's Children's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#243.4863.486

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
Solitude - Player is the only living human encountered in the game
Cosmic Horror - The enemies are creatures serving an unseen but powerful deity, the game takes place entirely underwater as well.
Ancient Ruins (somewhat) - There are ancient ruins the player later explores
Endless/Infinity - Referenced as part of the enemies ultimate goal

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 20 to 1 of 29 · Previous page · First page
Submitted(+1)

This is a very good entry, I really enjoyed playing it! I particularly liked the atmosphere and sound design.  I did encounter a small bug where if you turn and move too close together it will start moving the player off the cardinal directions. If you do it close to a corner and fast enough it will let you go out of bounds and then you can walk through walls for the rest of the game, I thought that would make a cool speed run strat.

Developer

Thanks for playing!

Huh that’s weird, I’ve tried doing that so many times during development and it never worked. Maybe it only happens if you press them simultaneously, anyways I’ll check it out, thanks for letting me know!

Submitted(+1)

I like the atmosphere that in the game a lot. The movement was sort of slow, but I wasn’t too bothered by that, but I would really have wanted to queue up one move/turn instruction. It left me kind of confused in the beginning about which key was strafe and which was turn because when I pressed forward and turn and I just moved forward, my mind went “I guess this is one of those games with strafe on Q/E” and then I pressed A/D to turn and I strafed and that took me a while to sort out.

The choice to show enemies on the minimap felt a bit odd. At least showing those that I hadn’t seen yet. Because the game did have a lot of suspense in the sounds and environment. But then being able to see the exact location took a quite a bit of that away.

I should also say that I though the, I’m not sure what exactly they were - things - one could click to get a bit of narration. I though they were just air or current or something like that coming up from the ground. It was only when I got close to the end that I accidentally clicked one and realized what they were.

Fighting was both nice and a bit off. It felt strange that the enemies could occupy the same tile as me. It also made the camera film out from inside their meshes. The enemies also could clip through obstacles in the world. Which felt wrong. But the here I think the slowness of one’s own movement and the long ready time after each attack worked very well with the dance around the enemy combat. And with scarcity of powerful ammo, having resort to the knife. It made for a good compliment to the suspense in the game in general.

The pacing there was also good, with a bit of a breather between the fights.

I think it could have been cool with letting loose more than one enemy after the player in the larger areas. In particular, since the end story was kind of building up towards something. The size of the final outside area was really a bit unnecessary as it is now. Why did I have to walk the last bit that didn’t have any story or enemies? There were a sequence of large rooms, and coming from a very large and scary area that felt like it could have had a shark. At least one of the last rooms could very well have had a couple of enemies that you can try and fight simultaneously or just run for it in panic. I think something like that would have been a more fitting climax.

I tried recording the playthrough but for some reason it just turned into a black screen with the sounds.

Developer(+1)

Thanks for playing!

I'm glad to hear you liked the atmosphere! If I'm honest I think of this game as more "atmospheric game" than straight up "horror game", or at least that was the intention.

Regarding the movement, I wanted to implement queued moves or allowing turns while moving, but after a couple hours of trying I didn't make any progress and decided to just move on. A number of people have mentioned it and I have it on the to-do list post-jam. I'll probably increase the movement speed a little bit too.

So initially I had started out NOT showing the enemies on the minimap until they start chasing the player. The problem was I had setup this system in a very hacky way where I had to manually disable the minimap icons, and so I just forgot to disable the minimap arrows after the first couple enemies. I agree it was confusing, because combined with the minimap not showing walls it resulted in almost everyone I saw playing thinking the enemy by the dead diver was the first enemy. I've heard arguments for and against showing the enemy icons before encountering them. A couple players described it as similar to seeing the Xenomorph on the little trackers in Alien, and other players like yourself saying it spoils the tension. I think if the AI were a bit more active than reactive like the genestealers in Space Hulk: Vengeance of the Blood Angels it could have been tense, but as it stands I'll probably change it post-jam.

So the - things -  are ghosts of the dead. They are the "anomalous signals commonly found near underwater human remains" as mentioned in the game page. I wasn't able to explain it well in-game so I think it confused a lot of people. But basically the apparitions are speaking to the player character in those distorted whispers you hear when first clicking on them. Those whispers are then decoded into the text displayed on screen. I should have explained those better, because I saw another video of a player walking right past all of the ghosts until reaching the Captain's Quarters. For context I got the idea from Pathways Into Darkness, an old FPS by Bungie where you could talk to dead people, but in that game you could actually type in topics to ask them about. I decided to keep the scope small and just limit it to one long line the dead say to the player and not add any ability for the player to speak back. Though from seeing the feedback it is confusing, with some players seeing them as literal audio logs. I mean functionally they are in hindsight, though they weren't directly intended as such.

The enemies being able to occupy the same tile as the player wasn't intentional, I just wasn't able to fix that in time. And the clipping through obstacles was also a bug that I only realized after release. Basically the way the map works is every tile is added into an A* map, then each point raycasts in all 4 directions, and if there's nothing detected between the points they're marked as bidirectional points. The problem comes in where the raycasts were not set to detect collisions if they spawned inside a collision object. So there's no real issues with the walls for example, but the enemies can swim through the turbines no problem because the A* points the turbines are on didn't detect any collision. I knew the combat was subpar, I just decided to focus on polishing every other aspect rather than have "ok" combat in a boring environment.

I am happy to hear the intentional parts of the combat worked for you though! I didn't want the player to be totally starved of ammunition, but I also didn't want it to be Doom. Same reason I spaced the fights out, hard to soak in the atmosphere if you're constantly fighting revived corpses.

The poor AI is actually why I never put more than one enemy in a fight at a time. To be honest I thought the eerie atmosphere of the game was going to be totally destroyed by the AI's shortcomings. I guess it's also why I continually think of the game as more of a dungeon crawler with an eerie atmosphere instead of a horror dungeon crawler. I genuinely did not think, and frankly still don't, that the mood would survive seeing multiple enemies clip into each other and turn 270 degrees to the right instead of 90 degrees to the left to face the player. As you mentioned the final area seems like it was made for a bigger fight, and it was! There was going to be sharks patrolling the area, and I even planned for some priestess type mermaids to be in the area right outside the pyramid and for some to swim out from the far distance of the deep ocean. By the final weekend I was strapped for time, and I knew the AI had issues, but I already had the level made. So I just left it empty so the player had the eerie experience of walking through the little forest of "offerings" talking to ghosts and waiting for something to happen. It was an anticlimax to be sure, one I hope to correct post-jam.

I would've loved a recording, but my best guess is the game is haunted. I saw a stream where the shark came back to life, and I personally experienced being attacked by an invisible enemy in the little area on the ship deck. I'm either a horror genius or a dunce, I'm not sure which :\

Thanks again for playing and leaving the detailed feedback!

Submitted(+1)

Wow you out-wrote me here :)

Movement (and camera) is HARD. I half-failed there too even if I played around a month before the jam started and tried to get things pretty good.

I guess one relatively easy way to increase likelihood of players interacting with the apparitions would be a textprompt when facing them. Redesigning them to be less abstract and more humanoid ghost-like could be another. Finally if you want to give the player character a voice you could have a reaction event trigger if the player enters the area of one and hasn’t yet interacted with any. That when they leave the area the player character could say something like “What was that thing?”

I agree that showing enemies can be effective, and in particular if you feel like and they are in fact hunting you. But you also have a risk of players starting to play the map rather than the 3D world. And it also comes back what makes sense in the game world and with its logic. No easy answers for sure.

I agree with the struggles of the current AI, it’s probably best as you did to keep it simple and space out the encounters.

Submitted(+1)

Mission status: Inconclusive

I love how everything feels super coherent, the visuals are consistent and great, enemies are interesting ones and their death animations look pretty good (I'm specially thinking about the killer whale). The game sounds great too. Movement and combat both feel not only appropriate but good too. Finally the story bits are well presented and interesting to read. Every part of the game reeks the underwater horror atmosphere so well.

Exploration is more linear and combat is easier than I like, no big deal in a short game whose main hook is definitely its atmosphere and which at least controls well.

This is a very cool game, thanks for sharing.

Developer

Thanks for playing!

I’m happy to hear you liked the atmosphere, because I built every part of the game with the intent to enhance it. There are a few little visuals I’d like to improve but I’m happy with it overall, I can’t say I’ve made too many games using a dozen asset packs that looks this consistent. The killer whale is a shark actually! I only wish I had time to make an actual death animation for the mermaid enemies.

Yeah the original idea was to have multiple floors of the shipwreck be explorable, but obviously that didn’t happen. I decided to go short but sweet with a smaller scope rather than burn myself out on a larger game.

Similar thing happened with the combat, I knew it had issues days before the deadline but decided to focus on the atmosphere and polish in other areas (i.e. the atmosphere) instead.

Thanks again for playing and leaving the feedback!

Submitted(+1)

Really nicely implemented retro style, loved how I really felt retro underwater :) Atmosphere is dark and lonely, with all those grainy audio remnants were really cool.

Combat was a bit clunky, I was not sure if was hitting something, and using rifle on a shark seemingly did nothing (had no feedback from hitting).

Great job!

Developer

Thanks for playing, and the feedback!

I put a lot of my effort into the atmosphere of the game so I'm glad you liked it!

Yeah the combat doesn't have nearly enough feedback. I basically had a choice later in the jam of improving the combat or improving the rest of the game and I chose the latter. I definitely plan to update that post-jam. The rifle does do damage, but the blood puff that spawns when you hit an enemy flows out from the enemy model, and since the shark moves so fast it effectively obscures the particle effect.

Submitted (1 edit) (+1)

I love the setting and story of the game. Underwater setting is always cool especially if you can pull it off and you absolutely did. The amibence of the game with the superb PS1 aesthetic and ambience sound is very well crafted. I especially loved the enemy design. The creepy sound effects of the enemies, glowing blue eyes, they really look scary(The  shark is my favorite). 

The movement didn't bother me that much but turning around could a littler faster. Afterall the game is set underwater and you cannot move the same speed under the water as you do on the surface. I think you managed to give the immersion to the player that they are really underwater perfectly. With sound effects, bubbles, particle effects etc.

Combat is intuitive, it feels very good. There's a little glitch which others mentioned as well. Enemies get to the same tile as you do to attack the player. I think you did enemy pathfinding with an algorithm like A*. You can solve this by setting the target for enemy one or two tiles away from the player, that's how i did it.

Storytelling is top notch. I love that you get tidbits of information about the story with those audio logs(?). The ending was a banger, i totally dig it. 

My final thought are i think it's one of the strongest contenders of the jam especially in terms of visuals, atmosphere and setting. It plays more like a horror game than a dungeon crawler minus the grid based movement although i like it anyway. I think this is a an excellent game to complete in 9 days and it's very polished as well.  Sooo double thumbs up!!

Developer(+1)

Thanks so much for playing and the feedback!

This was my first attempt at a PS1 style game, and my first attempt at something spooky in several years so I'm happy you liked it! The enemies for the most part came together better than I expected, though I wish I had more time to work on the model for the mermaid enemies. I did put a lot of time into the sound effects and ensuring they were distinct, creepy and sounded like they were travelling through water in a PS1 game lol. The glowing eyes I had thought of not only because they're creepy, but they also allow the player to see enemies in the distance. I wanted the player to find the enemies eerie, but not because they suddenly jump out of nowhere (well except for the shark I guess lol).

I'm definitely gonna be looking at adjusting the movement speed post-jam. I think it can work for when the player is actually progressing and encountering enemies, because I find it builds tension more than if the player zooms through the level. But it is clearly tedious when having to backtrack or get through the second level. I'm happy to hear the underwater effects worked, during development I was kinda worried it would feel like the player was just in a dark warehouse or field.

That's surprising actually, every other player I've seen so far has said the combat felt unresponsive, which I tend to agree with. But hey I'm happy you liked it! Regarding the AI yeah this was technically my second time using A* navigation, but I was never able to get the enemy attacks right. I'll have to try your suggestion after the jam, during development I decided to leave the AI broken so I could focus on every other aspect, which I think in hindsight was the right decision!

So the "audio logs" are technically the dead speaking to the player character directly. The distortions are effectively ghosts, or mentioned in the game's description as "anomalies",  which speak in that distorted whisper which is then decoded by the players fancy hydrophone. I took the idea from Bungie's old FPS Pathways Into Darkness, where you can actually talk to dead characters by entering keywords. I wanted to trim down the scope and decided to just have the dead talk to the player once, and the player can't speak back. I wanted to have a bigger ending, but in hindsight I think the current one is more fitting for cosmic horror.

It's kinda funny to say now but I actually didn't really intend this to be a horror game, it was more intended to be a dungeon crawler with an eerie environment. I was more inspired by the Metro series and Space Hulk: Vengeance of The Blood Angels than I was Resident Evil or even Silent Hill. But I'm really happy you enjoyed it and thanks for the kind words!

Thanks again for playing and the feedback!

Submitted(+1)

I destroyed the pyramid :)

Man wow, what a rich atmosphere. At first I thought the movement was way too slow, but in retrospect I think like tank controls in other games it actually added to the creepy survival horror aspect, it could still probably be a bit faster but the slow pace of moving through was on-theme for the underwater horror aspect.

In terms of visuals and audio I love it, so spooky and crunchy. Those body bags at the end are super creepy. I also got a fright the first time I faced one of the faster enemies (Siren I think?) and they rushed at me. Some interesting environmental story telling as well, like the spear in the dudes side that matches the audio log.

I was a bit confused whether or not my attacks were registering on the enemies, but they eventually died so I guess they were. That would be my primary piece of feedback, adding some more juice so I know when I connect.

Really cool entry, well done!

Developer

Hey thanks for playing and the feedback!

Yeah the movement is definitely something I'm looking into post-jam. I think it works quite well when the player is progressing and facing enemies, but is annoying when backtracking or walking through the second level. Initially it was even slower because the player was going to be in like an armoured diving suit, since the game was pretty heavily inspired by the Space Hulk: Vengeance of The Blood Angels PS1 game. I left it a bit slower partly because, as you said, it's underwater and also it wouldn't be as scary if the player could move like Doomguy. That being said, I could probably speed it up at least a little.

I'm glad you liked the crunchiness! As I was working on it I kept thinking, well this sounds and looks like a creepy PS1 game to me but will players like it or just find it annoying? Because I had never done a PS1 style game before, and I wanted it to look and feel like something that could've existed on PS1. The field of body bags is probably the area I found the eeriest too, like even when making the level it gave off the feeling that one of them is going to move. I love them as they serve as storytelling, a creepy visual, and fill in an otherwise empty area. Regarding the enemies I actually didn't really intend for there to be any big jumpscares in the game. I actually intended it to be more of an eerie shooter in the vein of the Metro series, or Space Hulk. I actually wanted to do more with the environmental storytelling and have the Children carry around the goggles of dead divers as trophies, which was partly alluded to with the goggle on a spear in the hallway leading into the first encounter.

You're totally right about the combat feedback. I only added a particle effect for like a puff of blood coming off the enemies when hit, which is hard to see since it's blue (except for the shark), and since enemies keep moving otward the player it can be obscured by the enemy model. There's also a stabbing sound effect that plays when a hit lands, but it turned out to be too subtle. I'll be addressing that post-jam with hit animations, more obvious particle effects and actual pain sounds. I knew the feedback was an issue days before I submitted, but I decided to spend the time building the atmosphere and the levels rather than the combat. Because I figured this game would either be spooky and immersive with mediocre combat, or bland with decent combat. And last year I focused too much on player and NPC mechanics to the point I never got beyond finishing a single small tutorial level, so I definitely wanted to avoid that!

Thanks again so much for playing adn taking the time to leave feedback, I'm glad you enjoyed it!

Submitted(+1)

Great game! You put a some efforts into this I can tell. I played with headphones and highly recommend it.

The scenery is great and the audio engulf you into the underwater, you feel submerged. Combat was simple but effective. 

You can end up on same tile as the enemy, not sure if this has to be addressed. 

Holding forward to move is a thing which I really appreciate, but the movement could be faster. Some games like this you don't want to move to fast but then queuing up next move so it feels more responsive is a suggestion that I think would improve significantly. 

The lost souls audio pick up was a neat thing which I think you implemented well. Story wise you did a really good job! Well Done!

Developer(+1)

Thanks for playing and the feedback!

I’m happy the effort on the audio and atmosphere side showed, because I spent a lot of time trying to make everything look and sound like it was underwater lol.

The combat absolutely needs to be addressed, the AI is supposed to stop on the tile next to the player, but instead moves to the same tile. That and the relatively feeble hit feedback were known issues as I was developing the game, but I decided to double down on the other elements rather than have decent combat but a boring environment.

The movement speed is definitely something I’ll be looking into. I didn’t want it to be too fast partly because it helped the tension, but also I didn’t want players to unintentionally slam face first into an enemy. The queueing moves is a good idea though, one I actually had thought of implementing but just decided I didn’t have time for it.

The talking dead I’m quite happy with, the audio I thought was creepy but wasn’t sure if players would just dismiss it as “cheap” or weird. And I tried to keep the writing in the Lovecraft vein without overdoing it, I’m happy to hear it was successful!

Thanks so much again for playing and commenting!

Submitted(+1)

A fantastic entry! My only criticism is that the controls are painfully slow.

You can watch my playthrough here: https://www.twitch.tv/videos/2108733841?t=02h20m12s

Developer

Thanks for playing! Sorry I missed the stream but thanks for the timestamp, I’ll check it out after work!

Submitted(+1)

Very nice! It had a spooky atmosphere; I suffer from a bit of thalassophobia even in games, so it had me really on edge, lol.

Developer

Thanks for playing my game so quickly after you promised to! Almost makes me feel lazy for only getting through a few entries so far lol.

While I apologize for the anxiety I do also take it as an achievement my game was able to induce it! Strong atmosphere was the number one thing I wanted and it’s been awesome seeing how many people like it!

Thanks again for playing and the feedback!

Submitted(+1)

I really like the mood of this one. Everything tied well together in a nice underwater experience. Really good stuff. Also I got eaten by a shark which I think is very on brand! The very slow death animation of the evil divers was super fun.

Developer

Thanks for playing!

Sorry to hear the shark got ya, did you manage to make it to the end? I sadly didn’t have time to implement checkpoints or saving.

Tbh I probably shouldn’t have slowed the animations down so much but it looked good enough at the time lol.

I’m really happy to hear the atmosphere was good. I worked on building it up every way I could so it’s nice to know that paid off!

Submitted

I really like the mood of this one. Everything tied well together in a nice underwater experience. Really good stuff. Also I got eaten by a shark which I think is very on brand!

Submitted (1 edit) (+1)

Neat game!
The style and the atmosphere are so good!
I lost my rifle after leaving the first zone, don't know if it's intended but I didn't have the chance to try it out :(
The music and sound are very good and help with the immersion.
The combat is a bit tricky sometimes, and those monsters scared the hell out of me!
The splash image of the game gives me Bioshock's vibes.
I like the credits too, very cool!
Nice game, good job!

Developer (1 edit) (+1)

Thanks for playing and providing the feedback!

I built almost every aspect of the game to enhance the atmosphere so I’m really happy you liked it!

I wasn’t able to implement progress carrying over between scenes properly, so the sort of internal logic (which isn’t stated in-game) is that you just left the rifle on the boat when you redeployed. That’s partly why I didn’t add any enemies in the final area, besides not having enough time to place them properly and also I thought having janky enemies would ruin the atmosphere of the second zone.

Out of curiosity did you find the ammo for the rifle and just decide to save the ammo for later? Or did you not find any ammo and so were unable to use it at all?

Admittedly some of the sound I was worried would be too annoying or stupid, it’s good to hear players love it though.

I agree regarding the combat, it’s something I knew was an issue the last couple days of the jam. But I decided having janky combat with everything else being good was better than good combat in an otherwise boring game lol. It’s good the poor AI and feedback didn’t take away from the spooky enemies though!

Admittedly Bioshock didn’t play much into my inspiration for the game, but I take that as a complement! It was actually more inspired by the poster art for The Thing if anything lol.

And tbh I thought players would fine the credits to be too annoying or cheesy. I love doing them because I like having that time where the player can sit back for a moment at the end of the game. I’m happy someone else enjoyed it too!

Thanks again for playing and all the feedback!

Submitted(+1)

I did find the ammo for the rifle but I kept it for the next area, but as you described I couldn't use it.
I agree with the decision to keep the combat and other stuff junky besides don't have them. In the end it's not a big deal, just something you can upgrade later.
Thanks for the exhaustive reply!

Submitted(+1)

Very well implemented Playstation 1 look and thick atmosphere. The texts from the dead were frightening and helped the creepy atmosphere. Well done all around.

Developer

Thanks for playing, and the feedback! This was my first attempt at a PS1 graphics game and I focused a lot on building the atmosphere, so I'm glad you liked both!

The dead body dialogues were an idea I got from Bungie's old FPS Pathways Into Darkness. Partly because I liked how it could provide multiple perspectives, and how creepy I could make them.

(+1)

Hey thats a pretty cool game, nice theme and environment.
I started with a youtube channel and I featured you game with a mini-review: Playing GameJam's games - Dungeon Crawlers - YouTube

Submitted(+1)

The PS1 graphics and slower movement reminded me of King's Field, which was awesome. Usually I'd say the movement was too slow, but I think the context of being underwater supports it. The combat feedback was a bit lacking, sometimes I wasn't actually sure if I was doing damage or not. Overall I really enjoyed this one! Great entry.

Developer(+1)

I really like the look of King's Field, so maybe there was some unconcious influence there and I'm glad you liked it. But for the most part this was actually more inspired by Space Hulk: Vengeance of the Blood Angels. It just ended up looking more like Kings Field I guess lol The movement was intentionally made a bit slower, both because the player is underwater, and I thought it helped the horror-like feel.

Yeah the comabt is definitely lacking though, the only feedback that currently exists is a blood sprite particle effect, and a stabbing sound when a hit lands. I'll definitely be looking into improving that post-jam.

Thanks for playing, and the feedback!

Submitted(+1)

I really enjoyed this.  Loved the PS1 aesthetics your went for, I could definitely imagine this being a horror classic if it was released back in the 90s!  Reminds me of exploring the shipwreck levels in Tomb Raider 2.  The audio logs were a nice touch too. 

My only complaint is that the combat feels quite unresponsive, especially against the sharks who just keep coming at you.  A short stun, or impact effect would make a big difference.

The underwater settings is really unique and suits the limited grid based movement.  I wonder if you could add 90 degree turning up and down too to really disorient the player and add to the sense of unease and claustrophobia.  

Overall, a really cool little horror game.

Developer

I'm glad you liked the aesthetics, this was my first time trying a PS1 style. It was actualy more based on Space Hulk: Vengeance of the Blood Angels, what with the cramped corridors, (space)ship wreck exploration and eerie atmosphere. And I'm glad you liked the talking corpses, I actually cribbed that idea from Bungie's old FPS Pathways Into Darkness, albeit in a more stripped down fashion.

You're absolutely right about the combat. I didn't have time to make hit reaction animations, so the only damage cues are the blood puffs (which are hard to see because the enemies just keep moving forward and block the view of them), and a small flesh stab sound effect. That's why the Children just disappear when killed.

Yeah as I mentioned in another comment I don't know of many other underwater dungeon crawlers. Only one I knew of was certain sections in Legend of Grimrock 2. It was actually more inspired by the diving sections of a game called Northern Journey, which for a non-horror game was about 10x creepier than mine lol. I had thought of adding the six degrees of movement, but having had the past experience of not finishing a game for this jam I decided to scope down.

Thanks for playing, and the feedback!

Submitted(+1)

Really enjoyed this one, although the friends I was streaming it to that aren’t huge fans of deep ocean might not have :D

There were moments of panic, ‘nope’, and chaotic attempts to attack, love it.

Developer(+1)

Thanks for playing! I was hoping the thalassophobia feeling would come across lol. Actually was this a twitch stream? If so I'd love to see the VOD!

And that's good to hear, because "nope" moments were something I focused on quite a bit.

Submitted(+1)

Oh no my days of trying to pretend Im a Twitch streamer are long gone 😂. This was just on discord with some friends.

Developer

Ah ok, figured I should at least ask lol. Glad your friends got some enjoyment/misery out of it!

Submitted(+1)

Yep, nice. I liked the underwater setting and the graphics. 

Developer

Thank you! Yeah I thought the underwater setting would be unique, I honestly couldn't think of many dungeon crawlers set underwater beyond parts of Legend of Grimrock 2. Glad you liked it!

Submitted(+1)

Nice job! great presentation and atmosphere! great ps1 asthetics

Developer(+1)

Thanks for playing, glad you enjoyed it!

Submitted(+1)

Hey! First of all: great vibe!

Here are my thoughts:

Theme:

  • For me it is Solitude, Cosmic Horror and we can talk about Ancient Ruins. The feeling of Ancient Ruins is there ^^. One could even bring Endless into the mix, as the last level feels quite big.

What I like:

  1. Definitely the vibe! Being alone under water in an unknown narrow environment is already creepy. The sounds and music are great to support this and the story told through dead people is really fitting. Textures and low poly style (and the PSX like CD cover) do the rest.
  2. The tutorial at the beginning told through the environment is a great idea!
  3. The level is not overloaded with enemies and has even some distinguishable and memorable chambers and parts. Well done!

What I wished for:

  1. Obviously a longer experience ^^ but for a game jam, this is absolutely fitting! I would like to play a longer version in the future though :)
  2. Combat felt a bit unintuitive at parts because of the hit-feedback. I originally thought I missed the creatures until I realized that I hat to hit them more than once. The knife felt very good, but I would love to see a bit more of hit feedback for the other weapons. (The creatures are almost constantly moving, so a shaking or other subtle movement to indicate a hit might be overlooked by me)
  3. After the captain, the text suggested, that I should only go outside if I am ready. Of course I was not ready for the things out there, but I had expected some more sharks or other see creatures or ghosts there. At least I had no enemy outside (maybe I missed them). That level would be great for a jump scare :)

That's it! Thank you again for participating and uploading and congrats for making an actual playable game that really transported a worthy horror vibe!

Developer

Thanks you so much for playing, and the detailed feedback!

I'm so happy the intended atmosphere came through, while I was making the game I kept thinking "yeah this feels nice and eerie but will people just think it's dumb?" The tutorial integration is actually something I've been doing since 2022, in my opinion it's a very brute force method, but it works. The low number of enemies is a bit of a holdover from the Waxworks influence, but also partly became forced by the technical issues the AI suffers from. But hey, who am I to turn away a complement!

I agree with all your points, originally the game was going to be multiple levels of the ship, and was going to play similar to the Kshatriya DLC in Metro Last Light where you repeatedly dive into the ship to pick up artifacts and restock on supplies. I think it was good I didn't stretch myself trying that idea though. The lack of feedback is also a sore thumb, there is little blood spurts that pop out when you hit an enemy, but since they move quickly and the heavy fog effect it can be hard to see. There is also a separate sound effect that palys when you hit an enemy, like a little stabbing sound, but it probably blended into the background too much.

There was going to be enemies in that area, specifically some that would ambush the player from the edges. But as you can imagine, just ran out of time to do it in a way that wouldn't have ruined the atmosphere.

Thanks again for playing!

Viewing comments 20 to 1 of 29 · Previous page · First page