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Hey! First of all: great vibe!

Here are my thoughts:

Theme:

  • For me it is Solitude, Cosmic Horror and we can talk about Ancient Ruins. The feeling of Ancient Ruins is there ^^. One could even bring Endless into the mix, as the last level feels quite big.

What I like:

  1. Definitely the vibe! Being alone under water in an unknown narrow environment is already creepy. The sounds and music are great to support this and the story told through dead people is really fitting. Textures and low poly style (and the PSX like CD cover) do the rest.
  2. The tutorial at the beginning told through the environment is a great idea!
  3. The level is not overloaded with enemies and has even some distinguishable and memorable chambers and parts. Well done!

What I wished for:

  1. Obviously a longer experience ^^ but for a game jam, this is absolutely fitting! I would like to play a longer version in the future though :)
  2. Combat felt a bit unintuitive at parts because of the hit-feedback. I originally thought I missed the creatures until I realized that I hat to hit them more than once. The knife felt very good, but I would love to see a bit more of hit feedback for the other weapons. (The creatures are almost constantly moving, so a shaking or other subtle movement to indicate a hit might be overlooked by me)
  3. After the captain, the text suggested, that I should only go outside if I am ready. Of course I was not ready for the things out there, but I had expected some more sharks or other see creatures or ghosts there. At least I had no enemy outside (maybe I missed them). That level would be great for a jump scare :)

That's it! Thank you again for participating and uploading and congrats for making an actual playable game that really transported a worthy horror vibe!

Thanks you so much for playing, and the detailed feedback!

I'm so happy the intended atmosphere came through, while I was making the game I kept thinking "yeah this feels nice and eerie but will people just think it's dumb?" The tutorial integration is actually something I've been doing since 2022, in my opinion it's a very brute force method, but it works. The low number of enemies is a bit of a holdover from the Waxworks influence, but also partly became forced by the technical issues the AI suffers from. But hey, who am I to turn away a complement!

I agree with all your points, originally the game was going to be multiple levels of the ship, and was going to play similar to the Kshatriya DLC in Metro Last Light where you repeatedly dive into the ship to pick up artifacts and restock on supplies. I think it was good I didn't stretch myself trying that idea though. The lack of feedback is also a sore thumb, there is little blood spurts that pop out when you hit an enemy, but since they move quickly and the heavy fog effect it can be hard to see. There is also a separate sound effect that palys when you hit an enemy, like a little stabbing sound, but it probably blended into the background too much.

There was going to be enemies in that area, specifically some that would ambush the player from the edges. But as you can imagine, just ran out of time to do it in a way that wouldn't have ruined the atmosphere.

Thanks again for playing!