Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Just played and beat it, over all i like it, but theres some stuff that bothered me a little. i wish the POIs were a little more distinct from the surrounding terrain, as it stands right now sometimes it feels like im just photographing a rock that doesn't look very distinct from the rest of the terrain. i also would've preferred the game told me that there would be a ding when i got a good photo, or that the game would check it off for me, i had to look in the comments to figure out if I'd done it correctly.  it may also be a good idea if the launch location was marked on the map, but that depends on how much you're expecting the player to pay attention.

I'd like the robot voice to be a little more clear on what it's saying, the only thing i could pick up was "hull breach" after the power outage, other times it just sounded like gibberish.

i'm not sure if the power outage was a scripted event or not, but it felt like it. this may get in the way of the movie accuracy bit, but i think it would be cool if there was an actual power meter that would run down as you moved, and then the power outage event would occur when it runs out, maybe add a mechanic to restore a small amount of power before it runs out

i also wish there was more interaction from the monster, i'm not even positive i saw it during my playthrough, aside from what i think were some tentacles? since this is more of a survival game than the original it would be cool if there were times when the monster caused problems for us, like if it got to close we either had to run away, or sit perfectly still until it passed, it would make the gameplay slightly more engaging.

i really enjoyed my time with this, and i hope you continue to improve it, because i would love a version of iron lung that felt a little more "video gamey" so to speak

Thanks for the feedback. The power outage sequence is not scripted and is entirely random. The monster tends to not always want to attack players, it mostly roams around and then based on some random variable it figures out what it wants to do with you. As for the map markings and photos my intention was I wanted the game to stay immersive. I totally should've put a little blurb in the manual that said "on successful capture of point of interest you'll receive a ding" or something. As for the map marking, I really like players marking it on their own. Initially the map did mark itself but I liked watching my play testers check it off so I removed it.
As for continuing to work on it? I'm unsure. As it stands this project was nothing more than a proof of concept for a potential full video gamed version of Iron Lung. I've gotten a lot of feedback from people asking me to add some form of customization to the submarine or upgrades or new points of interest. But as it stands it's just the concept demo.
Thanks for playing!

ah okay, i get it. I must have just gotten unlucky with the monsters randomization cuz my journey was largely uneventful aside from the power outage. Ill have to play through again and see if i have a more eventful play through. I can totally understand if you all you wanted this to be was a proof of concept, but considering how many people seem to be into it, id say your concept has been proven lol.


another bit i had, that i did notice another commenter say is i REALLY wish there was a turbine sound effect that played when the sub was moving, that would really help the immersion.