Making the DIVE the actual button — hold to charge in the deep, release to breach up and smash the whaling fleet — is such a clean read of the theme. That "one more fathom or breach now?" tension is real; my first run I greedily rode down to 51m in the Twilight zone and the harpoons took me, which taught the risk instantly. Loved the polish too: the waterline transition, low-poly art, the "DIVE 40m TO ARM DEEP BREACH" gate, and the parry meter all feel considered for a jam build. One small onboarding note: my very first death felt a touch opaque — a clearer early cue for the incoming harpoons (or a one-time "you went too deep" beat) would help newcomers grok the push-your-luck before losing all 7 hearts. Really strong entry. (I made DEEP, a free-dive descent game for the same jam, if you want to trade a look.)