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saftigstæ

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A member registered Apr 08, 2024 · View creator page →

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Wonderful art and movement. I saw someone else already commented about the oddity of being able to use two jumps after walking off a ledge, but it also seems like the instadeath from falling "too far" is managed by time rather than distance, which feels a bit odd when i use my double jump and then die at a higher depth than where i used it from. I also think that the deaths would benefit from some sort of transition screen to indicate that a death occurred and hide the frozen screen - especially when seemingly sudden deaths occur from long falls.  Overall one of the most cohesive and polished entries I've played thus far; great work!

I definitely see the potential with this one as an incremental game, but I feel that there are a few problems with the design:

1) There is no incentive to explore the game incrementally. You could go straight to the depths with the most valuable items straight away with no sense of progression. Perhaps upgrades that increase the depth you can descend to would be useful in managing this.

2) Progression is inconsistent. Early game low-value items spawning alongside the highest value items only found in the far depths makes the radar behave inconsistently and gaining money tedious. I would recommend phasing them out entirely as the depth increases.

3) Shark detection is difficult to predict and nearly unreactable. Some sort of warning or visualised detection range would probably serve the game well.

Other than those things, there are a few minor issues I noticed with the execution - the background music has a couple of notes that are much louder than the rest, the tractor beam sometimes doesn't pull items into the submarine even when not moving, and without any fore- or mid-ground assets to use as a frame of reference, the parallax in the background makes it very difficult to tell how fast and how far you're actually moving when there aren't any collectibles onscreen.

This is a very solid concept! With more engaging upgrades and communication of mechanics to the player, I feel like this would make for a comprehensively enjoyable game. Still, great work for a one-week jam!

Great game! If I had one suggestion, it would be to make some of the decorative art be in the foreground so you can't collide with it in unintuitive ways. The music was chill and the environmental art was definitely the highlight of the experience. Very impressive for only a week!

wow i bet both people who worked on this game are really cool :steamhappy: