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In this game, you rush to plug leaks that quickly overwhelm the historical site with a biblical flood.

My experienced involved listening for the leaks to try to discern the correct direction to go, and then using the grappler to zip my way across the map as fast as I could to find the leak. More leaks would show up in that time, and I would be quickly overwhelmed due to the amount of movement required to get to each leak.

There is a slight bug in that you can click on the leak multiple times to decrease the leak counter. The counter is not a true indicator, though, so this just turns into misleading information. The sounds are the important indicators.

I think the map is fine for what you're attempting to depict, but the difficulty curve becomes overwhelming a little too quickly, and the mechanics in place don't appear to be enough to keep up with the demand put in place. It may be relevant to introduce speedup mechanics that allow someone to play around on the map while the difficulty curve takes its time before becoming demanding. Based on the wind mechanic that I think is in the game, the idea is that you don't drown yourself (like I did) by sitting on the floor when the water level gets to be enough to start drowning you.

Make no mistake, you guys worked hard, and while there are issues to be worked out, you put on an ambitious show which will help you grow in your field.

Thank you for your input! We had a good time making this one; has some issues in the middle but we worked it out :D

I really like the idea of either increasing the player's speed over time or giving them a few extra tools as the game progresses to help keep pace. Also, I appreciate the feedback on the balancing of how fast the leaks should spawn. That bug regarding the water points count is pretty important, so I'm glad you brought it up. It's unlikely we'll update this game for quite a while, given we've all gotten a bit busy after the jam ended, but if we do ever pick it up, I'll definitely make sure to use your thoughts.