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kaelsen

18
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A member registered Mar 03, 2021 · View creator page →

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Quite an interesting game. Thematically appropriate and felt claustrophobic. A little bit on the easy side at the start, but I see the difficulty scaling to almost impossible I would assume.

Very much appreciated, Glim. I did enjoy your play through of the game and saw how relaxed you were as you went though it. Very much appreciate you playing my game in your stream.

Thank you! I'm surprised you found the right path harder, as it was meant to be a shortcut, and everyone who tested found it way easier than the regular route. As for the spike hitboxes, they do move up and down a bit, and their collision boxes are actually slightly smaller than their sprite. If you're hitting them while doing the dash/boost swim thing, it's move up ever so slightly while doing this, which is never mentioned in the game or description. xD

Thanks. I have been wondering if the "air" should be a fixed value or not.

Thank you! 

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You bring up a good point. I did not fully think about how gravity works underwater. I'll look into that and maybe settle with a fixed value. The checkpoint feedback has been a very common theme. I may have overly front loaded my trap layout before the checkpoint, as people who tested it said that the levels were easy AFTER you reach the checkpoint... then there's the 3 who speed ran the game in less than 10 minutes...

Thank you!

Thank you!

Thank you! That's what I was going for. I did realize that my checkpoint placements were a bit lacking, is the very common feedback that was given to me. Probably 2 checkpoints per level after the tutorial, would help then making the latter half a bit more difficult as well. You'll notice a sudden drop in difficulty of the layout as soon as  you reached a checkpoint. lol

Thank you!

Thank you!

Yup, that was the idea! I wanted to sort of emulate being deep underwater with those state of the art deep dive suits from movies.

My target was more of you're underwater, but agreed that it does have moon walk type of feel. There were supposed to be bubbles that spawn in the foreground at random intervals to make it easier to identify being deep underwater,, but I couldn't get it to function properly.

Very interesting. I might delve deeper into what Playroom can do just based off of this.

Pretty well thought out and designed. I had fun playing though this.

Very interesting concept. The mechanic of leaving souls messages is very interesting. I'm assuming those messages were left by other players.

Very interesting concept.  Really liked the music and the execution of the style.

This looks amazing. Basically hits all the nostalgia points for me.