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Subspicious's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #21 | 3.050 | 3.050 |
Graphics | #21 | 3.500 | 3.500 |
Concept | #23 | 3.450 | 3.450 |
Story | #23 | 3.100 | 3.100 |
Theme | #25 | 3.100 | 3.100 |
Overall | #25 | 3.192 | 3.192 |
Enjoyment | #28 | 2.950 | 2.950 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any optional theme? If so which one?
Under da sea
What game engine did you use?
Unity
Did you have fun? :D
Of Course
Discord username
Fyvern
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Comments
After playing a few minutes I was going to add a note about how your goal is unclear but I let the game flow take me and.. it is wonderfully structured. Just enough narrative and direction in the beginning allow a mesmerizing balance between menial tasks and short stories to take over. I didn't have a different ending three times in a row but still felt like staying in the ship for a bit longer.
Also I dig the pixel art and effects! Only bit of crit I can think of is perhaps the text and UI don't really align with each other.. but that's a really small thing for such a solid game jam entry.
Not sure if it is possible to 'win' the game, but this game won me over in its strange world and routine. Awesome.
-FishChiesa | artist | Box of Mushrooms
I echo WordyRobin on a lot of their points:
(Spoilers? ahead if you haven't played yet)
It was very interesting that you got to be the unreliable narrator to a captive. That was dark and intriguing. I really loved the way you did worldbuilding though the lies/truths you could tell your pal.
It didn't feel like the dialogue choices made a difference in the creature's mood though? I was unsure if my choices had impact. Maybe I didn't play long enough? I did two playthroughs, the first I ran out of fuel fair and square, the second I got a "game over" when I still had toxic waste in the ship, which was sad.
It might be nice to be able to give players the option to turn off the fish-eye. That started to get to me a bit, especially since the wall and floor colors were similar enough. I wound up learning the ship layout by collision.
The core gameplay loop did become tedious, maybe decreasing the number of times you had to fill the fuel tank before you could get the next story-chunk at the helm? The world was intriguing but the gameplay loop got in the way of it for me.
I liked the fact that as the player I got to be the unreliable narrator. The concept of the game was interesting but I think I would have liked a little more story structure. Also, being able to carry only one waste to the fuel tank at a time became tedious quickly, and I was only able to get my fuel above 1 only once. (Of course, maybe I was just bad at the game... that is a possibility after all lol).
Overall though, it's a cool idea and I had fun exploring it. Nice work!
Hi !
nice game !
I love the aesthetic. i don't know how you achieve this effect (maybe an asset) but it fit very well.
It was confusing at first but i kept playing thanks to the very good atmopshere
Really solid all-round, nice.
That was very cool experience! So atmospheric and interesting!
Hell, this ... fisheye? effect is AWESOME!