Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I could not wrap my head around the controls. Thankfully, you don't take damage for hitting things or I never would have gotten out of the starting area!

I think there could be more clarity/feedback on player movement. Outside of the little bubbles and camera movements, it was really hard to tell if you were moving. But the vertical movement was really hard to detect unless I was right up against something. The minimap icons and layout was a bit too small and hard to read against the background. I wasn't sure what was me or any of the icons were. This is probably something I would need to spend a few hours playing in order to really 'get' it, but I can't spend that much time on every game. Sorry I didn't get to see more.

What I did like was the atmosphere of the game. The dark, quiet depths are a cool space. And when I finally saw the giant red blip on my map, I did feel a bit more panicked that I thought I would be. That's a cool feeling. If you keep working on this, it would be really cool to see that moment brought to the forefront and developed!

Overall, you all should be proud of making this. I can tell there's a lot here and it looks great. Good job team!

(1 edit)

Thanks for the feedback, the controls are something I wanted to make more clear. It's easy to overlook their complexity/akwardness when you are the dev haha. If it helps theres a bar at the bottom left corner. It represents how much your submarine is currently filled with water which handles your vertical movement. To little water and you will receive a constant force to go up, too much water and you constantly receive force that sinks you.  This is to mimick how a submarine works irl, but with no real in game tutorial/explanation (ran out of time) I think its impossible to guess.