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great art and style, very nice pixel art all around. Sadly I didn't enjoy your game at all.

random stuff I noted:

- if you hold left click on a mission to select, the *button selected* audio will trigger every frame

- equip section needs to divide weapons from gadgets. Also tell me if a skill is passive (like solar panel, I know it seems redundant)

- hull critical/low battery sound are super annoying, imo make them optional (ofc add audio options asap, your music is blasting)


Why I didn't like yor game:

- movement is not very fun, traversal is not very fun (dash is fun but it seems bugged since it can push you through the whole level).

- What killed my enjoynment is the wait. 3-4 hits to kill an enemy, and your shot has a 2-3s cd. Melee is better, sure, but it also has a long cd. So most of your play is wait to shoot. I can understand the philosophy of submarine combat, but here there is no tension; and it's not tactical. It's a pretty happy game where you kill car sized squid/crabs. How can you make it boring?

(+1)

Thanks for the much needed feedback, I'll have to go back to the drawing board to make the mechanics more engaging. If you don't mind I have a couple of questions.

When you say transversal movement is bad you mean going up or down? Some people said the movement is slow but it is the same speed as the horizontal movement, I think the parallax background may give the feeling that the player is moving too slow. Did the dash break collisions or do you mean its too fast when compared to regular movement?

Also there is a way to lower sfx in the options menu but I think you mean to disable the alarm entirely which I could totally add.

When you say transversal movement is bad you mean going up or down?

It's not fun because it's empty. It's not fun because there is no choice to do, nothing to collect or dodge(monsters mostly mind their business and deal almost no dmg) or button to press when you go from A to B. Your game right now is the equivalent of an empty mario level.

Some people said the movement is slow but it is the same speed as the horizontal movement, I think the parallax background may give the feeling that the player is moving too slow. 

It's also the big amount of nothing of your level design. If you wanna make a first level a tutorial area is fine, but there is no reason to make it this big beyond wasting player time

Did the dash break collisions or do you mean its too fast when compared to regular movement?

it's too fast and works for too much. Go see any dash from any game. Even racers have more restraint. 

I think you mean to disable the alarm entirely.

yep

My suggestion is to see a longplay (but better if you pick up an emulator and you play them) of Ecco the dolphin games. Also think of the mood of your game should give, it's joyful? It's terror of the abyss?

Oh you meant traversing okay.

"monsters mind their business" you mean they didn't chase you if you get close or attack you or answer to fire? They do as far as I playtested. 

Ecco the dolphin is not really something I'm taking inspiration from.