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Hey, thanks so much, for the kind words and for your feedback.

For the movement, you can tell you are moving either by the change in scenery when climbing or diving (blue buttons), and with the cable you are extending when moving forward (red button). There are also metrics at the bottom of the screen that gives you depth and speed.

I wonder, would you say that the scan lines from the CRT shader contribute to the feeling that you are moving automatically? Also, how clear was it to you that the view is top-down, rather than a sideway view?

So I tried it again after your explanation and now I got it. I was pressing the red button and not holding it, so I didn't see any movement in my first try. Now due to extending cable, the movement is obvious. Also for the first time, when I tried the blue buttons, it was changing the scenery, but felt more or less like random change. At this point it was quite clear what to do.

As a feedback I think, that it CRT shader is nice, but yes, it contributed to the feeling of automatic movement. Maybe if it would be rotating like "radar" instead vertical movement - but again this is based on my first impression, when it wasn't clear to me, how to play it correctly.
Also I think, that if buttons would have more symbols, it would be better (e.g. arrow up and down, at the top showing symbol of rope/cable going out/in)...

But I still think, that it is very atmospheric game (sound effects and visuals are great) with a lot of potential ;