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Deep's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #4 | 4.333 | 4.333 |
Creativity | #4 | 4.333 | 4.333 |
Art and Sound | #5 | 4.000 | 4.000 |
Mechanics | #5 | 3.667 | 3.667 |
Scary | #6 | 3.000 | 3.000 |
Atmosphere | #7 | 4.000 | 4.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was absolutely amazing, and I didn't even mind that my hand feels like i just gigawhacked for 3 hours straight.
Honestly? Make a full game out of this.
I really like your style when it comes to showing people how to play. I agree with others about the input system, after first try my hand was a bit tired. Also would like if the mouse cursor would be hidden, but maybe that's just me. Very impressive for 9 days !
Had so much fun watching this one come together and play testing! Good luck!!
I loved the low poly environment, and the sound design was great. It was fun to get a good rhythm going on the flippers, but I do agree I would have probably liked it better on a different set inputs. Then again, that would have been easier and perhaps your intent was for it to be a bit harder to keep a high speed.
The first major chase scene had me clumsily lose my rhythm and accidental into a wall so that was fantastic and gave me a good panic haha.
The escalation of the environmental storytelling details was incredibly well done.
My only real complaint, is just that the choice you make at the end could maybe have 1-2 more words more than just "Choose" to make it more clear if I'm choose who I'm giving the short straw to, or choosing who I'm giving the long straw to.
Oh wow! You are absolutely right about the choice. I didn't even think of it that way. Based off some more feedback and yours I think the issue is that there is a lot of button mashing that happens and maybe its way too much. I think if I turn down the drag on the player to some really low number they can just glide for longer and it will be a much more pleasant experience with less button mashing.
I actually really liked the button mashing to control each leg.
The graphics in this one aren't really my thing, but the sound design makes up for it - the way it became more eerie the deeper we went was pretty cool. Controls were clunky and I didn't quite grasp them, but I guess it was part of the challenge. The ending was very unexpected, which was good. Also, the tutorial on the boat's control panel was a nice little touch.
Thanks for playing! I agree on the controls, I should have got some more playtester feedback and offered different controls. I had two completely opposing camps for the diving controls. Something I definitely could have addressed with more testing. Low poly isnt everyones cup of tea, but I appreciate you playing!
Interesting concept. Also nice build-up of the atmosphere. I would have loved an alternative input system, cause left and right click was not optimal to play it on laptop.
trackpad user!? Now that's a scenario I would never have considered in a million years haha. I could have added it if I got .y settings menu up and running but I was having constant crashes in unity the entire development and tip toeing around certain screens to avoid crashes that I probably won't visit this game again. I don't want to look at that unity project ever again lol. Thanks for playing! Definitely I'll think about alternative inputs in my future games!
Typically I play on my tower. But I was outside with my laptop and wanted to try some entries. So it’s definitely not very common that the right mouse button is hard to access. :D