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Fhtagn's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Jury - Game Design | #5 | n/a | n/a |
Jury - Asset Implementation | #10 | n/a | n/a |
Audience's Choice | #11 | 2.975 | 2.975 |
Jury - Player Experience | #12 | n/a | n/a |
Ranked from 81 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I see potential but as it stands the undertow mechanic is too random and punishing, I am unsure if it is even possible to complete the game without perfect RNG currently.
I can complete the game consistently, guess I just got used to it too much during the playtesting
Visuals: Good graphical fidelity, anatomy, and interesting concept. Well executed in my opinion.
Gameplay: Underdeveloped submersible undertow system. Felt frustrating when player couldn't predict random sub movements. Dissonance between player being able to delay sub in a skillful manner and absence of influence over the arrival time of the sub through random chance of undertow. Poorly executed.
Technical: Subs would sometimes veer off screen and be unseen because of random undertow direction. Not a huge deal but somewhat distressing.
no warning on when the subs will get pushed away, literally unplayable
The undertows (spelt correctly in my review) are bull. Invisible obstacles that choose to screw you over at the worst time for you, but never help you in any way, so you have to send one set of subs at a time because the undertows will, repeat, will choose to make the subs fly in every which direction when you can't stop them. I got literal seconds from winning, only for the sub to, after I stopped telling it to halt, get flung halfway across the screen for no reason at all.