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A jam submission

The DreadnoughtView game page

Short underwater horror game for the HauntedPS1 Summer Jam
Submitted by Many Tired Homos, BroDuck (@broducky), Olmyra (@vulture_queen), ItsKaceyTime — 2 days, 2 hours before the deadline
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The Dreadnought's itch.io page

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Comments

(+2)

This was fun! I thought movement was kinda slow at first, but it actually made it feel like a leisurely exploration mission (which is was NOT, very good subversion haha). The building mystery was neat, and while not extremely spooky I liked the end. Great little experience! Thanks!

Developer

Glad you enjoyed it and that the movement grew on ya! Definitely an aspect that, with more time and testing probably would have had some minor adjustments made but time constraints are what they are haha

Submitted(+1)

I remembered the caves and its contents from the server, where you were asking about the weird behaviour with the player flashlght. Something about wrong face normals.

Anyway. It was a blast experiencing the final result. You all did a fantastic job making this a really great and polished experience.

Developer(+1)

Yep! The way that we made the mesh for the maps ended up being quite hard to work with (we used heightmaps) so the normals were definitely a pain. Thankfully Olivia, friend of mine who did a lot of the programming with me, was able to work out the worst of that. Thank you for the kind comment, very glad you enjoyed it!

(+1)

This is a fun little game that merges undersea exploration with horror quite well! As a collaborative project, with many members involved creating a first game, this is well-done. It is a genuinely difficult thing to project manage together, and I hope you feel you've made something you're proud of. 

The environment scanning and exploration as a means to tell the story from the environment is a great idea, akin to Subnautica and similar games. It helped set the scene as the player delved deeper into the depths of the ocean, although a few more eerie things could have been scanned. 

The level design is nice and linear which I think is appropriate for a game of this type; the effect of the animated seaweed is really pleasant. I think you chose a nice and neutral colour palette, noting that the chromatic aberration and screen distortion effects were already in play. 

The ending was very well done! The shark rousing from its aquatic slumber shows a great potential for mesh animation, and I hope with experience you build on your animation skills to make the environments you design more lively and responsive and full of motion. 

Just some thoughts for constructive criticism: 

  • It was super nice to have graphics/accessibility settings, because the chromatic aberration effect doesn't play very well with text, although it looked great in terms of other aspects of the game. It's so colourful! 
  • When designing linear path games, be sensitive to player speed and the extent to which the levels have engaging audio/sprites/interactive elements. With too few discernible features, players can get the feeling that they're lost, going nowhere, or not particularly engaged with the level, especially at the start with long empty canyons. 

I made a playthrough video of the game below: 

This is a fantastic achievement for a first-time team to co-ordinate; I hope you enjoyed creating this game, participating in the jam, and most importantly are keen to continue creating games! 
Developer(+1)

Thank you so much for the extensive insight on how you felt about the game, that means a lot! I'm admittedly still quite anxious about watching other people play something I helped bring to life but I definitely intend to watch yours (and everyone elses) playthroughs once I'm ready. :)