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(+1)

I’m glad I got to play this before the rating period ended; this was fantastic!

The vibes were perfect. You captured both the theme and the cursed PSX aesthetic perfectly.

Usually, I would prefer movement to be quick and snappy, but this game is the exception. Considering you’re walking underwater, the slow, deliberate movement adds weight to every step and makes you feel like you’re moving with difficulty.

I beat the game, and it made me wonder if there were multiple endings.

I encountered a couple of minor hitches. I accidentally quit the game twice by pressing ESC. I had assumed the game would pause while decoding the audio from the ghosts, but I was instead killed by one of Neptune’s brats 😅

Speaking of which, they clipped through the walls a lot, making me think there were secret passages, but if there were, I couldn’t find them.

It has excellent atmosphere and visuals, and with many jam games, I wish it was longer so I could spend more time in this world you created.

Amazing job!

Thanks for playing!

This was my first real attempt at a PS1 style game so I’m happy you liked it!

Yeah the movement has been kinda divisive and frankly I can see both sides. I think it feels more like you’re underwater like you say, but it does also make parts of the game genuinely tedious I’ve found on repeat playthroughs. I don’t think I’ll make the player super fast, but the movement will at least be getting a second look post-jam. I’m definitely happy to hear you found it immersive though!

So there is only one ending but multiple were originally planned, specifically the player keeping the blood pearl and then being converted by Neptune. I decided to cut it because in every other jam game I made with multiple endings they ended up being too tedious to replay. So I decided to play it safe and focus on making the first playthrough as good as possible.

In hindsight I probably should have made the game pause while talking to the ghosts, that was just a scope thing and I didn’t wanna risk the game not resuming afterwards.

I mentioned the cause of the wall clipping glitch in a few other comments, but yeah they aren’t supposed to do that. There are no secret passages sadly.

To be honest when I was making this game I was thinking “if the biggest complaint is it’s not long enough then that’s the best case scenario”. I knew I didn’t have time to make a long game, and didn’t want to risk the game wearing out its welcome. The combat as you saw isn’t that in-depth and there’s only so long the atmosphere could realistically be kept up. I don’t regret keeping it short, but I’m 100% happy to hear you wanted more!

Thanks again for playing and the feedback!