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(+1)

First time I've seen a dual mechanical application of the theme. Usually I'll see a mechanical and narrative application, so this is rather unique.

Very immersive atmosphere, which is impressive for something that was made in a week.

The only thing that's bugging me are the waypoints. I feel like they should tell you when you're in range, and the text/minigame should appear in it's own box so it's text doesn't mesh with the waypoint texture. Also, there should be some indication of the order you're expected to do them in, so the player doesn't end up going to the wrong one first (like I did).

Overall, very good entry!

(+1)

For being in range of the interactiables, I probably should’ve just changed the crosshair, like I did in a previous game, but the idea never really crossed my mind during development :/


(At least for the games current state) the only time you need to do interactions in a specific order is for the final level, but even then the first 2 can be done in any order and it only exists so that the player can get a good look at the squid before the chase sequence for the horror of it. 


Thanks for the comment though! 

(+1)

I had no idea that was supposed to be a chase sequence.

I was just sitting there in awe of the squid, and next thing I know the game's over and I've jumped a meter away from the screen out of shock!

(+1)

Lol, that was a lot of people’s reactions. 

To be fair, if people did have the chance to run away, there wouldn’t really be much point to the chase sequence, as the only real way they need to go is up, and could easily avoid the chase that way.