We put a restriction on turning quite late into development, so that you can't take turns that are top sharp. We hadn't the time to really test/bugfix this, so it makes the movement quite unresponsive. (One of) the problems is that when you try to take a turn too sharp, instead of taking the sharpest possible one, it just doesn't turn at all. I'll try to get it fixed before the end of the rating period.
Iotagamer69
Creator of
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This game definitely has the best style out of all the entries. There is also a really nice flow in it, throwing your weapon and then dashing towards it. I think you should try experimenting a bit with the WASD-movement, altering it a bit so it better fits with the way you dash around in the game, perhaps even removing it entirely.
I really like this game! The graphics look very good, and the music and sound design also fit really well. The controls are responsive, and I think that tying health and a light together is a really clever idea.
If you were to continue with this game, I'd put a way bigger focus on the light mechanic, as that definitely has the most potential, especially in a deep sea setting (perhaps you could incorporate anglerfish), and I'd drop the shooting. I don't think it really adds that much to the game
The concept is really fun, and the graphics are very nice, but there is a bit of polish lacking. It wasn't that obvious what I was to do in the beginning, and the game is too fast to be able to react to everything.
If you were to continue this project after the game jam and add a bit more polish in areas where it's needed, I think this could become a really fun arcade style experience. Having to keep the meter up whilst falling is just a fun idea.