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(+1)

Great game! You put a some efforts into this I can tell. I played with headphones and highly recommend it.

The scenery is great and the audio engulf you into the underwater, you feel submerged. Combat was simple but effective. 

You can end up on same tile as the enemy, not sure if this has to be addressed. 

Holding forward to move is a thing which I really appreciate, but the movement could be faster. Some games like this you don't want to move to fast but then queuing up next move so it feels more responsive is a suggestion that I think would improve significantly. 

The lost souls audio pick up was a neat thing which I think you implemented well. Story wise you did a really good job! Well Done!

(+1)

Thanks for playing and the feedback!

I’m happy the effort on the audio and atmosphere side showed, because I spent a lot of time trying to make everything look and sound like it was underwater lol.

The combat absolutely needs to be addressed, the AI is supposed to stop on the tile next to the player, but instead moves to the same tile. That and the relatively feeble hit feedback were known issues as I was developing the game, but I decided to double down on the other elements rather than have decent combat but a boring environment.

The movement speed is definitely something I’ll be looking into. I didn’t want it to be too fast partly because it helped the tension, but also I didn’t want players to unintentionally slam face first into an enemy. The queueing moves is a good idea though, one I actually had thought of implementing but just decided I didn’t have time for it.

The talking dead I’m quite happy with, the audio I thought was creepy but wasn’t sure if players would just dismiss it as “cheap” or weird. And I tried to keep the writing in the Lovecraft vein without overdoing it, I’m happy to hear it was successful!

Thanks so much again for playing and commenting!