Hello, great asset! Would you consider making a home base for the tiny rangers?
vientoverse
Creator of
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Yeah, it is disappointing, but it was a good lesson to make frequent builds as we are working on the game to double/triple check sure it works in build. Thank you for your kind words, we will be continuing to work on it during the voting period so that the next release has even more content than originally intended and working portals.
Sorry for the delay, SpectralAudio is now a contributor on this game so you should be able to find their page through this submission now. Yeah, that is our website where you can find some information about our team members and some of our game projects (though it needs to be updated on the games front).
Great game with a lot of potential. I like the upgrade system and the use of bubbles for air. I do have a couple suggestions if you plan to expand on the game:
1. Instead of "Starting at a deeper depth" let the player decrease the rate at which their oxygen drains and add a meters depth.
2. Start the game above the surface so you can get more use out of that *Splash* sound effect
Thanks! I do feel like i need a tutorial because you dont need the surface to refil oxygen. There are air pockets scatterd about that apear as green, horizontal lines on the radar. I want to make this game a full release so ill need that.
I will definently use the white text instructions though, thanks for the suggestion and thanks for giving my game a try!
Thanks! I do feel like i need a tutorial because you dont need the surface to refil oxygen. There are air pockets scatterd about that apear as green, horizontal lines on the radar. I want to make this game a full release so ill need that.
I will definently use the white text instructions though, thanks for the suggestion and thanks for giving my game a try!
Losing oxygen on colision is linked to your velocity on impact. I limited the player's velocity and decreased their acceleration speed so they cant bang around as much (updating after Jam). That said I should half the oxygen loss and up the damage threshold.
The note about an oxygen warning is a great idea and I will definently add that, thanks!