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Hey Daniel and team! Good to see you again! Congrats on submitting your game!

The art, music, world... overall presentation on this is fantastic. The light rays, small background fish, bubbles, coral growths - everything contributed to a visual feast that really stands out, especially in a game jam. 

I love the loop of discovering new things and improving my exploration abilities. But this missed the mark for me just a bit. Some of the scans felt like they took just a bit too long, like the big jellyfish. I was just sitting there, not really doing anything for what felt like forever. The baseline movement was too slow and made my first run feel tedious, especially when I realized I had oxygen and had to slowly navigate my way back to the surface. And backtracking to the surface is what spoiled the experience for me, I think. Slow movement, no additional exploration, and the requirement to remember how I got around certain land formations made the second half of each dive feel like a waste of time. I saw there was an upgrade to increase return speed, but I think that's not really going to fix it either. 

Games for a jam, like any game, can benefit from knowing the target audience. In this case, that's other jammers. And knowing that other jammers will probably want to rate a bunch of games and give a bunch of feedback means that time becomes a valuable resource. Spending mine to slowly return to the ship instead of getting to play the next segment of the game felt like a drag. Perhaps in a full release experience, this might be more tolerable. Or there would be more time to develop and make the return process more engaging. But that would require way more time than 96 hours affords, even with the broad team of talent you have with you.

I hope this doesn't come off as too harsh. I type out this much because I really liked what I saw. I want the makers of every game to value their experience making games, and be able to learn and grow from it! Please keep making games, especially if they're going to be as gorgeous and cool as this. And be okay with a slightly smaller scope - or in this case: scale ;)

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Thank you so much for giving us such a deep dive into your review of our game! I do agree with you about the game loop taking a bit too long and we initially did intend for it to be possible to simply emergency escape to the surface (we even had the art assets ready for such a thing) but like you said, 96 hours is only so much time. By the time we got to the last couple of hours there wasn't really much of a way to get the feature in which to us was one of our big disappointments in our entire experience as a whole. A lot of the team was fresh this year, as Daniel might've mentioned earlier and since all of us are students there were some issues with keeping the entire team at a similar operating capacity throughout the jam. Moving forward next year we will likely be in a better position to use our time better. As the one largely coordinating the team, I'll be sure to improve my understanding of good team management as well as getting to know the ins and outs of my team to make next year an even better success for us.

Everyone on the team is always striving to learn and grow.  Our hope is to keep doing this game development thing, not just again and again but also better and better!

Thank you so much! We look forward to coming back!

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And perhaps we'll tone down the scale of the game too. By the time we figured out that we needed a gosh darn fish AI (even if it was decently simple) we knew we bit off more than we should've.

Managing a team is TOUGH. I've done it for a jam once, and that was unlike any other jam. Keep up the awesome work! And thanks for the thoughtful reply <3

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Hey CFHM, thanks so much for the really detailed critique! I think this time around we had a bit too much of a focus on how the game looked in comparison to gameplay, I'm very grateful for the feedback on movement and exploration (this project was 100% overscoped and had to be reigned back towards the end lol). This was also the first jam for both artists so I wanted to ensure their abilities played in as much as possible as well.

Thank you again for the detailed review and good luck for the rest of the jam! It was great to hear from you again