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(+1)

Visuals

1 ... (main menu) -> (game) aaa -> start button made me surprised (2nd thing on this game jam which made me surprised -> very good)

2 ... art stile fits together

3 ... (main menu) camera movement animation when selecting options in menu -> very good

3.1 . (main menu) possible little improvement: darken other buttons, zoom out, lighten -> onActionHover

4 ... animation text appear: sometimes feels like wooden -> fix: tune/little faster text show up based on interpolation/tween

4.1 . check side position vs centralized bottom/top

5 ... (map) ... 1st open -> weird visuals: I did not see that as map

5.1 . is map visibility focus?

5.1.1 YES? remove all around, apply blur, darken/lighten shader with centralized map.

5.1.1 Why? To gain focus & readability

5.2 . currently most focus had this button & sides of screen (white text & big boy button)

6 ... (map) you run before enemy -> you got lost in dungeon -> E open map -> where I am?

6.1 . (map) create darken shader -> to normal full screen point focus -> just to insta-gain where you are (my guess is 20sec goes to 1sec)

7 ... those enemy bosses looks little off based on other game elements:

7.1 . rotation -> adjusting rotation upwards, 

7.2 . complexity vs size -> possible fix little more details


Design

1 ... tips in main menu on top of the screen looks out of place

2 ... top tutorial might feels little static -> example of fix would be giving GUI of tutorial some kind of animation:

2.1 . animated scale from vec2(0, y) -> vec2(1,1)

2.2 . alpha fade with small zoom out

2.3 . movement,..

3 ... dungeon elements rotating to user view looks very polished

4 ... make map smaller (for tutorial) & discoverable

5 ... most scary thing this green text telling me to run out of green water

5.1 . maybe replace text with in-game elements like <ancient tablets>


Controls

1 ... movement responsive +1

2 ... add possible mouseMove camera rotation

3 ... possible problem: (Visual 6.x)


Sound

1 ... fits env. very well

2 ... those enemies are little strange & horror sound made me intrigued 


Bugs

1 ... tutorial in-game says: right drag to rotate -> left dragging works too,

1.1 . but clicking with left button process movement

2 ... (main menu) (visual bug): white box from settings cuts text in half

3 ... no time pause inside <map view>

4 ... unable to die when oxygen reaches 0 if you have opened map

4.1 . you are still able to process with action even when oxygen is 0

5 ... oxygen says 0 but in background number is negative (<map> -> drain oxygen -> try to gain oxygen -> bug becomes visible (you die even if you gain 50ox)



Strength I found is: unique concept -> but game require tuning & some adjustments.

Good job overall


""STRANGE !?!?!""

Hi! Thanks for the detailed feedback!

About the design decisions:

2 ... add possible mouseMove camera rotation

The game was inspired by GeoGuessr, and therefore I tried to mimic this style of movement instead of going into the traditional FPS movement.

I've also noticed some bugs you wrote weren't bugs but rather intentional. So I want to clarify this first:

3. ... no time pause inside <map view>
4. ... unable to die when oxygen reaches 0 if you have opened map

- Yes, time goes on like in GeoGuessr, but the enemies stop attacking you while in map view
And  when you're 0 in oxygen it simply forces you to guess your spawn point instead of killing you, which I chose to do to forgive the player as this is just a game jam. Aand you can't close the map when you're on 0 oxygen so I would say it's fair.

5. ... oxygen says 0 but in background number is negative (<map> -> drain oxygen -> try to gain oxygen -> bug becomes visible (you die even if you gain 50ox)

If you guess wrong (too far) then it does go to below zero for a moment, but you got to guess close enough and it will give you the oxygen.

But yeah the game isn't perfect and could be improved, and thanks again for the feedback :)