The atmosphere here is great! The whole sequence of events is quite hooking, the only problem i had was context clues for the whole mystery ship thing. Oh, and i wished for somewhat better audio (the steps in the beginning got kinda annoying, and the same sound was playing when i entered the ocean), but it's to be expected of a jam project. Anyway, keep on trucking, good stuff!
I love horror that takes a surreal twist, so was completely hooked as soon as I first went into the truck only for the whole world to change! Really great game with a unique concept, thoroughly enjoyed the slow build of dread as I entered the ship and thought that the scene with the trucks sinking was stunning visually.
Throwing the phone at the end was absolutely hilarious too
At least at the first stage, there's something quite comfortable about being a professional Scandinavian diver. Gives off real My Summer Car vibes. I liked the commitment to the aesthetic and setting, and it definitely gave the game a fun appeal and a good framing device to start the plot.
The core mechanic - survival through managing air - is paired pretty well with the surrealistic turns the game takes, although once onto the ship the tanks were generous enough to limit the challenge. There's enough turns and corners in the level design to add a bit of an exploration element too.
And as a horror game! The subtleties are the most important thing. I like how there were no obvious scares and just a slowly-developed, building dread. I think the pairing with the sense of unreality really made this game something more than just a generic deep-sea scarefest. Done really well.
Just some points of constructive criticism:
I love how you play with light and shadow mechanics to lure the player into the scares. The torch flicker is devious. I'd really encourage you to find other ways you can 'trick' the player into letting their guard down, or creating a sense of discomfort rather than the dimly lit torch effect, which only so much can be done with.
Ambiguity is a great driver for narrative, particularly in terms of creative something more nuanced, but it would be a little nice to have some contextual/environmental opportunities to understand what is going on, setting wise. I'd love to just get a tiny hint of what the hell is going on! Or maybe I don't want to know...
I did a gameplay video below:
This is a great achievement and addition to the jam. Thanks for submitting this!
Comments
Solid entry to the jam
Full Playthrough NO Commentary
Enjoyed it a lot. Was a little confusing for a minute, but I found my way. Always down for some spaghetti.
Show post...
GOOD JOB DEV
WHO'S READY FOR THE SPAGHETTI
The atmosphere here is great! The whole sequence of events is quite hooking, the only problem i had was context clues for the whole mystery ship thing. Oh, and i wished for somewhat better audio (the steps in the beginning got kinda annoying, and the same sound was playing when i entered the ocean), but it's to be expected of a jam project.
Anyway, keep on trucking, good stuff!
I love horror that takes a surreal twist, so was completely hooked as soon as I first went into the truck only for the whole world to change! Really great game with a unique concept, thoroughly enjoyed the slow build of dread as I entered the ship and thought that the scene with the trucks sinking was stunning visually.
Throwing the phone at the end was absolutely hilarious too
At least at the first stage, there's something quite comfortable about being a professional Scandinavian diver. Gives off real My Summer Car vibes. I liked the commitment to the aesthetic and setting, and it definitely gave the game a fun appeal and a good framing device to start the plot.
The core mechanic - survival through managing air - is paired pretty well with the surrealistic turns the game takes, although once onto the ship the tanks were generous enough to limit the challenge. There's enough turns and corners in the level design to add a bit of an exploration element too.
And as a horror game! The subtleties are the most important thing. I like how there were no obvious scares and just a slowly-developed, building dread. I think the pairing with the sense of unreality really made this game something more than just a generic deep-sea scarefest. Done really well.
Just some points of constructive criticism:
I did a gameplay video below:
This is a great achievement and addition to the jam. Thanks for submitting this!Thanks! Great feedback!