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Torgran

18
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4
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A member registered May 28, 2022 · View creator page →

Creator of

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I want to like this game, but the combination of difficult platforming and insta-kill enemies was extremely frustrating to me. I really wanted to explore the map, but I was dying way to much to make satisfying progress.

The game's art is cool, the collectibles are placed with care, the platforming challenges are clever. Ultimately, I think this game is awesome but too hard for me to fully enjoy :(

To cut to the chase, moving around was a little janky, but I didn't mind that too much. What hurt my experience the most was not knowing what I was supposed to do. I collected several key cards but they didn't seem to do much, so I slowly lost interest.

Unfortunately, I think this game needed a lot more time in the oven.

There's a lot to enjoy given the early state of the game. One bit of feedback for you is to make the doorways more obvious. I initially missed several rooms because there was nothing to indicate there was a doorway there.

Maybe it's because our games have a common inspiration, but plain and simply, I'd love to see this finished.  Very cool stuff!

What a unique entry! I had a blast playing through this. It did take a bit for me to get comfortable with the controls. I think more consistency in the jump height would help there, but it never got frustrating.

One minor note is that I bugged out the audio a bit by spamming jump and ground pound. It seemed like the sound effects entered a queue, so instead of the sounds overlapping or cutting each other off, they continued to play for several seconds after I was no longer jumping or ground pounding. Not at all game breaking, but I figure you might appreciate the info.

I'm jealous of the level of creativity and polish that went into this entry. Great job!

Thank you for playing!

I'm sorry it wasn't a great experience for you, but I appreciate you giving it a shot and writing some great feedback for me. You made it so entertaining to read, I forgot I was being criticized. 

Thank you, anyways!

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Fantastic aesthetic, and overall pretty fun to play through.

The C.A.T controls are very satisfying to jump around with, but the button layouts (at least for a keyboard) is a little funky. For example using WASD, I had a really hard time attacking while jumping to the right.

One very minor nitpick is that the jump animation is a bit rough, since it seems to just  be the running animation in air.

It was a little tough to see where I needed to go. When I ran into this issue with my submission,  I had to zoom the camera out. This way the player can see a goal area/platform/collectible that they want to go to and navigate a path to that place instead of the player only being able to see the next platform to jump to without knowing where they're going to eventually end up.

Each room was very well designed, I really enjoyed exploring the area and finding the collectibles, though I didn't come close to getting all of them.

Very fun game! Nice art and complimenting music. Overall,  it definitely could use a bit of polish here and there and some more content, but great nonetheless. It was quick to beat but fun all the way though.

...I am curious how many hp orbs (moons?) there are, I got 7. How many did I miss?

Yeah! I gave the aquanaut 3 HP instead of 2 to make the beginning a little easier. (No change to movement speed though)

Thank you so much! I could definitely see checkpoints doing a lot to help make the slow movement less tedious.
I'm glad to hear the atmosphere was doing a good job :)

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I had to do a quick search for Master Blaster but I'm amazed how accurate your comparison is. Very cool!

With the speed of play, I'll admit that it was an unforeseen problem that now seems quite obvious. I definitely could have dialed back the realism.

As for the little guy, I also agree that he becomes a little useless after a while. I had planned a lot of mechanics involving him that didn't make the cut due to time. For example, I intended to have buttons where you would leave the submarine to weigh a button down, go somewhere as the aquanaut and press another button that allows you to return to the submarine and go somewhere new.

Thanks for playing and giving such in depth feedback! It is greatly appreciated.

Thank you for the kind words!

I completely understand struggling with (or against) the slow movement. I made it so slow to fit with the underwater aesthetic, but I may have gone a little overboard with the sluggishness.

Early in the design process, I tried making the character faster and found that I didn't really feel like you were underwater. So for better or for worse, it seems I traded ease of enjoyment for realism :P

Thanks for wanting to like it :)

A soundtrack would have been amazing! I was hoping that a Minecraft cave ambience sounds approach of short spooky sounds every so often would work here, but I see how slow movement + little audio stimulation = monotonous. Thank you for playing!

Thanks for playing!

Thank you! I'm glad you liked it.
I had to work within my (very limited) knowledge of audio design, so that aspect could definitely use an improvement.

That's some really good feedback. Thank you!