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(1 edit) (+2)

I really enjoyed the story elements between the diving sections, I felt sad when I saw the final piece. Was the father scarred forever by his diving experience, or is the diving experience a metaphor for addiction? I wish I could go a little faster sometimes but found the controls overall well-made. I like the change in movement for the final sequence and the accompanying sounds, it gave weight to the final section. If there was more time I think more could be added to the world design and more mushrooms or lichen would have been really cool. Maybe rocks and kelp if this does get worked on more afterwards.

I also really like the sound design and the choice of using the VHS filter. I think a music track with a slow build-up could be an interesting addition, and I think more could be done with the monster in the final section. Maybe more hints of movement visually in the distance before the attack (If there was already visual signals, I may have just missed them).

(+1)

Thank you so much for the thorough feedback, really appreciated! We're aware of some of the things you said, but as you might expect there was a balance to find with the time ahah We wanted to keep the game as light as possible, that's why the few mushrooms and lack on details (and in part for the time too), but we totally thought about that.
Narratively we were into the metaphor a lot and we had it in mind during the development but of course the game is open to personal interpretations! Thank you again for playing and for the feedback! :)