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(+1)

The setting is fantastic! I really like the idea here, and the ambiance you managed to create with just greybox assets is great! Really felt like wanting to play more.

On the gameplay side, I peronally felt that the walk speed was too slow. It is great for areas where we need precision, though, but those seems to be not the majority of the game. So what you could do here is sawp running with walking. Make running the default speed, and hold SHIFT for walking, for when we need that extra precision.

The jump felt quite floaty, which is fine, since the game setting is underwater, but then, please give me more air control. I feel Isabela should be able to "swim" a bit with each jump, and reposition herself.

The first harpoon section, I couldnt read the tutorial fast enough to understand that LMB shrinks the thether. So please make the instruction linger a bit more, or have a menu where I can check the info again.

Speaking of cutscenes, we can control the character during them, and that can cause wierd interactions. You should take away player control while a cutscene is playing I think, for safety.

I played up to checkpoint 21, but there is a wrong placement of the checkpoint, which respawns me on a freefall to my death. So you should probably get that fixed.

Lastly, please add controller support. This seems like the right type of game for it.

Keep up the good work!!

(+1)

I pushed a hotfix a few days ago to add more checkpoints, I'm sad that it ended up preventing you from finishing the demo!

I have pushed another patch just now that addresses that, as well as some of your other notes (Walk is now holding shift, air control increased) but since I have been moving on with ambience tests, it might not run as smoothly.

We'll add glyphs-per-second to the settings menu, as well as force "Enter" to progress tutorial menus, I think - that's very fair feedback.

I do like being able to run around in cutscenes, just because it feels better to good around than losing agency - but I will make a note of the concern, it'd be good to maybe have all of those cutscenes be directly after a checkpoint, so if the player DOES get themselves killed, it's not a big deal!

We'll have controller support in a few days! C:

Thank you so much for playtesting, it helps a lot!

You're welcome! I'll try the demo again, now that you have uploaded a new version. I'll sure to finish it this time