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Silent Wreckage has a strong premise; a father diving into a sunken cruise liner to uncover what happened to his daughter, and the demo’s gas mechanics and puzzles work well. But the time‑warping element feels underplayed. The father treats his ability to bend time with surprising casualness, which blunts the drama. Most games build tension around discovering such powers; here it feels routine. Letting the father experience the time distortion first, then slowly realise what’s happening, could heighten the impact. There’s a lot of potential if the narrative leans harder into that temporal unease.

Wow! I really appreciate your feedback—thank you for the suggestion. If we continue development, we’ll definitely put more emphasis on the time-travel aspect of the design.