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Great sound, aesthetics and environment design!This gave me so many good horror vibes. The diving/surfacing mechanic took a little getting used to. I'd be curious to learn more about why y'all went with that mechanic rather than handling those transitions more fluidly with the player's movement! Thanks for making and sharing your game

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Thanks for playing!! I'm happy to comment on implementation!

The diving / surfacing transitions are handled the way they are mechanically because in the timeframe of a game jam, I thought this would be the easiest and quickest way to implement it. Maybe I'm mistaken but it's my first time implementing such a transition, so I was trying to narrow the scope in order to go as fast as possible so we could start playtesting early.

Originally you couldn't walk up stairs to get on land so you had to use a ladder, but that limited level design, so we refactored so you could walk up stairs or ramps to get out of the water. So we spent extra time to pivot there in order to enable better level design!