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That was cool once I figured it out, but I would have liked more information about the controls. Like a warning that it's an audio game and makes no sense without the sound on, and a note that the main thing you can interact with is kinda down in the darkness near the floor where there's mostly nothing. Because it took me three or four runs and 5-10 minutes to discover the main mechanic of the game.

Also some hints about the map icons would be nice: I figured out the whales but the other two...? I figured out through trial and error that the trapezoid with the ring on top makes gurgling noises and the... other one makes wooden clunking noises but I have no idea what they're supposed to be.

(+1)

Thanks for the feedback. The fact that the player is just thrown into the experience & has to figure out what to do & what the 'rules' of the game is 'by design'. That being said, I appreciate that we could have made the iconography for the landmarks and some of the instructions a little bit clearer.

In this prototype, the three types of landmarks we implemented are :

  1. Whales
  2. Underwater volcanoes
  3. Shipwrecks
(+1)

Yeah, that's fair. I think just moving the bow sensor dial and wheel up a bit would have fixed it. And maybe renaming it? Put the dial and the "Hydrophone" light right near each other, and the wheel right near that, and lose the "Bow Sensor" label. I was partly confused by the idea that a bow sensor could turn all the way around and listen backwards, and it took a long time to realize that it had anything to do with the hydrophone light.