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Short but very well crafted game. Having a stressful timer with a movement that just gets more and more sluggish the greedier you become. That’s a very good tension! The camera and fx work was fenomenal!

I think I managed to gather something like 78 treasures including a chicken on my second dive/heist.

I think if anything, the game was so very short for the richness of the experience created that it felt a bit like I never was really given a chance to start experiencing it before I had to abandon the sub or drown. It would have been interesting to explore the tension you’ve created with chances to push your luck. If there were pockets where air drains slower, or other ways to give the player a bit more time and ways to manage risk while getting to explore a bit more. Perhaps the O2 doesn’t start to go down for the first couple of seconds, which kind of makes sense. Not sure really.

But what you’ve created with the sounds, the textures, effects it all is very nice!

Playthrough: https://youtu.be/5JoLcAo3zkA

Thanks for your comment and also for the video, it's a great feedback system!

I completely agree with what you say. We had ideas for several complementary mechanics during the gamejam, such as: more complex level with keys to find and doors to unlock, oxygen refill scattered in the level, and even a harpoon gun to defend yourself from nasty fish.

However, time was running short. I spent a lot of time on the basic mechanics (movement, water, loots) and didn't have enough left to implement anything else.

I don't think I'm going to continue developing this game, but it gave me ideas and allowed me to experiment with tension/time limit mechanics, which I intend to integrate into another project I'm currently developing.