Thanks for the detailed answer! :)
While this game never was intended for a larger audience your replies make me feel like it was.
I am interested in things and try to see what is behind every game I test, especially with how the game could be improved/extended in mind. It can be helpful, even as mere lessons to learn in case the game is left as is. :)
a shader (water distortion effect and oxygen bottle),
A-ha, knew it! :D By the way, I did not tell about it, but I also noticed the nice bottle counter effect. :)
Unfortunately I had 2 days before the end a glorious bug that would confuse the sea creatures so much that the game became unplayable. Fixing this bug required me to do a rewrite of some architectural parts of the sea creatures state machine. This took so much time off that I couldn't fix some other things or implement
I know this feeling. XD I found out that sometimes, huge fundamental features for a game can end up being programmed in just some minutes, while some silly mysterious bug can get you hours to solve. (Happened to me for Entropy Block, I spent this time figuring what was making the switch stack memory behave incorrectly, and finally saw that I had let a now obsolete simple dummy initialization line somewhere…)
the five other creatures I originally designed but could not animate in time. I planned for cuteness overload having a sea cucumber picking up trash.
Ooooh, too bad… <:( As a coincidence, I also had to cancel two creatures from my submarine game. (Which I still have to complete, as pretty much all my current game jam games! XD This is exciting although a mass of work globally.)
P.S. : Right, yes, I'm from Germany. Keyboard layouts are weird and since I used to be a professional software localizer, I should have known that AERTY was a thing. I'll consider this for my next game jam.
Das ist toll, ich spreche ein bisschen Deutsch durch Duolingo und persönliche Suche! :) Spreading the layout message whenever I review a game that did not implement the feature. ;) I feel this is useful since programming through key positions is actually a piece of cake!! It seems like many people are unaware of it, but I was lucky enough to discover the concept through some documentation (SDL2 and Love2D, for that matter).
By the way, I forgot to ask what is broken in the navigator version! (I did not try it.)
PS: I know the marks are not that important, but since they still serve as an approximate indicator of the strengths and weaknesses of a game, I feel the game was underrated in some categories, especially Graphics, Theme, and Audio. So, I want to stress I really liked these. :) Maybe the phenomenon I brought up in another response of mine to you (on another page) about the possibly detrimental influence of having a navigator version played up here; this would not be the first time. Do not let that make an impression on you! ;)