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A jam submission

Hadal CalmView game page

Underwater PVP platformer-shooter with Co-op Boss fights
Submitted by Donpommelo (@donpommelo) — 2 days, 18 hours before the deadline
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Hadal Calm's itch.io page

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Comments

Submitted


Played the single player elements and killed alot of pink blobs! There was a lot of weapons and they each had their own cool effect/projectile.  I felt like the drop down/"S" was a bit fast but I didn't play pvp so it might work for that. I wasn't sure what the cubes were and why I was picking them up. Wish I had friends to try it with because it looks like fun for pvp. Either way great job on this and the soundtrack was actually amazing, I also really liked that you showed the current track.  When do you plan on releasing and to which platform?

Developer(+1)

Thanks for playing! 

Besides survival, all modes (except football) can currently be played with bots, which, while not as fun as playing with friends is a pretty serviceable representation of the pvp experience

In the future, the cubes as well as eggplants will be used to unlock content, but for the purpose of demo days, all content is unlocked automatically, so they don't do anything.

Soundtrack is original composition by https://soundcloud.com/vcrchitect . Their non-game soundtrack is good too

I'm planning on releasing on steam soon(tm) for pc/mac/linux

Submitted

Ah ok.  Makes sense, I figured it was something like that. Look forward to it :)

Submitted(+1)

Reminds me of some of those old arena shooter flash games.

The bots are quite difficult but that seems intended.

Only suggestion thus far is that you get a rather large dump of info when entering the hub area that could be overwhelming for some players.

Staggering it out might help or expanding the tutorial to explain more of the features.

You do get the hang of things should you decide to take your time experimenting with all the triangles.

Developer

Thanks for playing and giving feedback

Bot difficulty options is something I'm working on and will hopefully make things more accessible. 

For the purpose of demo days, I like to have everything immediately unlocked, since I assume most people spend less time per game due to the large amount of games, although this definitely makes things overwhelming.  For a proper release, content should be presented more gradually with more complex mechanics coming later

Submitted(+1)


had a lot of fun! no real comments

Developer

Thanks for playing! recorded playthroughs are always really helpful! Main takeaway from the video is that I need to better communicate certain mechanics and parts of the game like pausing and returning to the hub with 'P' instead of 'ESC' which is default bound to closing hub menus.

Don't feel bad about losing to bots; most players seem to agree that they are overtuned and I'm working on adding options for lower difficulty. Additionally, players can equip artifacts (passive upgrades) in the hub; which bots will use as default . After feedback from testers, I'll probably make it so bots will only use artifacts if players are, rather than whenever the player has them enabled.

Huge thanks for playing. Really appreciate the recording

Submitted(+1)

made it through the first part and played in the arena, i liked the music and the start menu art. also like the theme of being underwater. the bots in the arena killed me a lot might be a little to hard.

Developer

Thanks for playing and leaving feedback! Soundtrack is composed by https://soundcloud.com/vcrchitect. They make some really good stuff. 

I've heard a lot of comments about the bots and I'm working on adding bot difficulty options. The bots are definitely a little too string rn, but player can kinda mitigate it by equipping artifacts are the reliquary in the hub. There are 4 slots as default and the bots will use them even if the player doesn't, so you may have been at numerical disadvantage against them