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A jam submission

Neptune's ChildrenView game page

Survive the halls of a hulking shipwreck, and recover the artifact
Submitted by Enygmatic — 36 seconds before the deadline
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Neptune's Children's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#243.4863.486

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
Solitude - Player is the only living human encountered in the game
Cosmic Horror - The enemies are creatures serving an unseen but powerful deity, the game takes place entirely underwater as well.
Ancient Ruins (somewhat) - There are ancient ruins the player later explores
Endless/Infinity - Referenced as part of the enemies ultimate goal

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Comments

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted(+1)

This was quite fun, and the vibes were immaculate.

The speed of movement felt right, but I think turning could be a bit faster and a minimal action queue would help keep it merely pondering rather than annoying. The combat was decent, although it was a little hard to tell when I was in range to hit with the knife. Enemies clipping through objects also made it a little hard to line up with them, and I think one of the merfolk was stabbing me while facing other directions.

Here's my no-commentary playthrough video:

Developer

Thanks for playing, I'm glad you enjoyed it!

The atmosphere was by far the part I spent the most on so I'm happy to hear you liked it.

Yeah the movement is gonna be polished up post-jam, I tried to add turning while moving but it ended up being even more broken so I axed it for the time being.

The combat is very broken at the moment in a few respects. Most obviously being that enemies don't stop on the tile next to the player like they're intended to. I also didn't have time to add pain animations or sounds to enemies when they're hit. The only feedback at the moment is the little stab sound and the blood puffs, but since enemies just keep moving into the player that's often obscured. The enemies are supposed to be in range when they're almost in the center of the neighbouring tile, and I noticed a couple times in the video there were a couple hits that were just slightly too early. But of course since the enemies don't stop that's kinda impossible to tell. And due to the raycasts used for player movement and attacks not detecting any colliders they're inside at spawn time, you can't hit enemies when they're right on top of you.

The enemies clipping through objects is caused by the A* map generation falling victim to the same raycast issue as the attacks. The tiles next to those turbines detect the turbine tiles as being not navigable, but the turbine tiles can see the surrounding tiles, so a link is formed between them.

And yeah the enemy attacks aren't directional, I tried making them directional, but it somehow led to enemies just turning perpetually so I left it as is. I knew the combat was bad well before the jam ended, I just made the executive decision to focus improving everything else since I thought it would be better to have crappy combat and a great atmosphere vs ok combat with a bland game.

Also looking at the video I think I'll have to mention in-game that there's continuous movement, everyone I've seen play it presses move manually each time. I imagine it gets sore on the fingers lol. Also I really need to better explain what the ghost anomalies are, half the videos I've seen players miss the first one or two.

But thanks again for playing and the feedback! And extra thanks for the video, it was incredibly helpful!

Submitted(+1)

I think I did check for continuous movement and noted its existence, I just generally prefer not to use it in most cases.

Submitted(+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!

Developer

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!

Submitted(+1)

Nice game with great vibes!  First combat was confusing, I lost 3/4th of my health and I'm not sure if I was doing something wrong or not.  Monster was in the same tile as me for most of the combat.  Second combat I tried dancing more, but still didn't get it.  Mostly figured things out after that.  I think my confusion mostly comes from the attack sound sounds like a miss/"whiff" sound even when I hit, and that I needed to keep them at least a tile away from me to be able to hit them, I guess?  I would have liked some clearer indication of a hit (both audible and visible) so that I could figure out if I'm doing the right thing or not much quicker =).  Not sure if it's a bug, or just ghostly enemies, but one moved through some walls and attacked me through them (right after going through the second torch-able door, I think - there were a couple spaces I couldn't get to myself to the north that the enemy went through).  The shark was great, and terrifying.  Did I imagine things, or did it come back to life and attack me from behind? (Or were there 2?)  I managed to make it through the end, I hope my sacrifice was not in vein...

Developer(+1)

Thanks for playing!

So regarding the combat, it largely stems from the AI navigation trying to get onto the same tile as the player when it's supposed to be trying to reach the tile NEXT to the player. The reason you couldn't hit it is because the raycast for melee attacks and the projectiles doesn't count any colliders that the raycast starts in. I wasn't able to sort that problem out before the jam ended, and in general in the last two days I decided to focus on everything else but the combat because I figured it would be better to have a strong atmosphere with weak combat, than ok combat with a boring bland world.

So for the sound effect I guess in my mind it sounded like a good stab sound for an underwater attack, but most players either didn't notice it, or as you mentioned it sounds like a miss. There is a visual indicator for a hit with the little blod puffs that come off enemies, but they end up being obscured by the enemy models, and for the zombies and mermaids the blood colour is blue which I only realized afterwards blend into the background too much.

Regarding the ghost enemies I do know what can cause that. When the game starts, an A* map is built from every tile in the game, and then each tile raycasts in the 4 cardinal directions to see what tiles it can connect to. But this raycast, like the attack raycasts mentioned earlier, doesn't detect colliders the raycast starts in. So the tiles next to a giant world object don't detect a navigable tile, but the tile holding the impassable object DOES. And because AI navigation follows the map but not raycasts, they can just walk through it.

I'm glad to hear the shark was appropriately spooky though. You weren't imagining things with it coming back to life, I saw it happen on stream actually. I'm not sure why it happens, but there's only one shark enemy in the game.

Thanks again for the feedback! Sorry the combat was so confusing, I'll have to sort that out post-jam and keep it in mind for next year,

Submitted(+1)

Sounds good!  Yeah, the combat was a bit janky, but working on atmosphere over better combat seems like it was the right choice =).

Submitted(+1)

The grungy enviroment and the stillness of the audio design create a great underwater horror atmosphere.

It took me a while to relaize I was doing damage in combat which lead to an early death, but I was a lot more confident on my second try,

Seeing that shark in the middle area certainly game me the willies.

Great entry all in all!
Playthrough: Neptune's Children Pt1 by Enygmatic

Developer(+1)

Thanks for playing!

Yeah I'm incredibly happy with how the atmosphere turned out, but also the combat turned out pretty pithy so sorry about that.

I'll make sure to check out the video! Thanks again for the feedback!

Developer(+1)

So I just finished watching both your videos, and damn am I sorry you had to experience that.

As I mentioned in other comments, the AI isn't supposed to reach the same tile as the player, but I wasn't able to fix that navigation problem in time. And the raycasts for the players melee and projectile attacks don't detect any colliders that they start within. Meaning if the enemy is on the same tile as you, you can't hit them. So in a number of cases in your video you definitely weren't dealing damage. This raycast problem is why you're also able to walk THROUGH enemies which is definitely not intentional. Frankly I was stunned when I saw you had aggroed three enemies, because the game was setup in such a way that the player should never have to face more than one. I guess I hadn't even considered the possibility it could still happen, but reading your feedback and watching the video I can absolutely see why it happened.

I do have a few questions about the first video, was the audio out of sync when you were playing or is that just the video? And I noticed you backtracked quite a bit, did you get lost and turned around or were you just exploring to see what else there was? I thought I had laid out the level clearly enough, but the map not showing walls has been mentioned as being confusing, so it could easily be my fault lol. Also I noticed when you encountered the first Child you were clicking the weapon select button instead of the attack button, I'm guessing that was just panic?

In any case I'm glad someone got to see the death screen, just not in the way I expected lol.

I also didn't realize how confusing the bug of clicking UI buttons triggering interactions in the game world could be. I know another comment mentioned talking to a corpse while trying to attack, but I didn't realize it could be confusing with the door interactions. I'll definitely be addressing that in the next update.

I also plan to replace the unopenable cabinets, they've been confusing a lot of players since they do look interactable. And they were going to be until I realized they had no interior.

I'm very happy the shark had the intended effect, it even looked like in the video you stopped for a second to ponder the awaiting horror lol.

I really should move that second locker in that area though, it doesn't have anything inside it but it's hard to see that in it's current state.

Oh and the final child encounter is able to move through the turbines because of a bug in how the A* map is formed. Basically at the start of the game every tile raycasts to surrounding tiles to see if a link can be made between them. Since the tiles with turbines on them have the raycast starting within the collider, they detect nothing. Another fix for the post-jam update.

Also just in case you're wondering, the items on the shelf in the captain's quarters are just game boxes of other games I've made as an easter egg lol.

I also plan to add more polish and actual enemies to that second level, I decided to leave enemies out because I thought they would spoil the atmosphere with their jankiness. But it does leave the level feeling empty and tedious to navigate.

Thanks again for recording video of your playthroughs, they're incredibly valuable!

Submitted(+1)

I did wonder about the enemies.  But I did feel pretty slick dodging through the child to avoid his attacks while I composed myself.

The audio desync is me and my recording.  It just happens sometimes.  Not sure why.

On the backtracking I think it was a mixture of all 3.  The lack of walls did confuse me a bit.  There was a junction of 4 yellow tiles that confused me.  I started to wonder if the map was showing the 3D side of the ground or something.
But I'd also forgotten about the door after I got the key, so I was probably backtracking a bit while I found the lead.
In the second video I think I went around searching for health packs.

Yeah, that was probably panic clicking the wrong slow.
The shark definitely gave me pause.  XD  I wanted to go in with a clear head.
I kinda figured about the games.  I might have checked if I wasn't recording.

And you're welcome.  It's always great to see a playthrough in action.  

Submitted(+1)

Great all-around package! The first area is very well decorated (though I can guess you were more rushed for the second one). The shelves and other furnishings really do make a difference, compared to an empty maze.

Speaking to the Offerings is very creepy, well done there. I also love Pathways Into Darkness. :)

Movement is a bit slow but I didn’t mind that as much, as it feels suitable for underwater.

Some cabinets being decorative and others containing necessary items is potentially unintuitive; it wasn’t really a problem, but I found the unopenable ones first and then almost didn’t bother clicking the others.

Combat is trivial in any place where you can move side to side, and it would do well to have some visual feedback when you damaged something, even if it’s only a flash or blink.

Developer

Thanks for playing!

The second level I did make much more quickly than the first lol. It was originally intended to have enemies and a lot more decorations than it ended up having. I’m happy the furnishings in the first level made it feel less empty though, I intentionally started making the level a couple days before end of jam so I could add more detail.

I’m really happy with how the offerings turned out so I’m glad to hear you liked them! The talking to the dead in Pathways always struck me as a better way of doing audio logs, I just wish I had more time to implement a proper conversation system like it.

Yeah the movement is definitely getting a second look post-jam, I’m glad it wasn’t too much of a hindrance for you.

The non-interactable cabinets was definitely an oversight, I was going to add them in as an openable object but of course the model has nothing on the inside. And I elected not to remove them as the level felt more empty without them. In hindsight I should have just put another table or sink in their place. You mentioned finding the non-interactable ones first, did you not open the first locker seen next to the start of the game? I may have to make that interaction more obvious.

The combat is another big shortcoming. It was an obvious issue even during development. Especially with the AI moving onto the same tile as the player rather than the tile NEXT to the player. I decided to focus on the other areas of the game to polish up, as I figured the game would probably be better having simple combat with a strong atmosphere rather than decent combat but a boring world. Definitely something to improve on for post-jam update and next year. I’ll be looking into pain animations for enemies in the post-jam update.

Thanks again for playing and for all the feedback!

Submitted(+1)

One of the best atmospheres in the jam. Really well done. Very tense and very good audio work, keeping in line with the dated PS1 era (the banshee songs especially were sooo good). The game kept me tense all the way to the end when planting the explosives, I kept expecting to be jumped at all times.

Movement was well done, exploration and navigation were well laid out so that you didn't get lost. Combat was rather clunky, especially because mobs could just enter your tile and sit on top of you, making you unable to hit them. But hey, I'm not one to complain about combat since mine was very poor. I just used the knife and rifle in the game as I never actually got the spears to do anything I wanted or hit anything, but that's fine, since the knife and kiting mobs around was all you needed and it kept the tension up.

Very good entry!

Developer

Thanks for playing!

Good to hear you enjoyed the atmosphere and tension, I spent a lot of time in audacity so I’m happy it paid off! The siren songs I got from some free sample pack and just added reverb and distortion to make it sound underwater. A simple effect but really happy with how it turned out!

Yeah the combat and AI will be getting some love post-jam. I am curious though, you say the speargun never hit anything? It’s technically the most damaging weapon in the game and can kill the zombies in 2 hits. Do you mean it didn’t seem to damage enemies, or just that it fired too slowly?

Thanks again for playing and all the feedback!

Submitted(+1)

The atmosphere is so so good, I found it to be very unnerving in such a great way. Alot of games really try too hard to be scary, and it starts to self-satirising, however this really hits the nail on the head tonally for me.

Sure the movement isn't super snappy, but to me that feels correct due to the setting so I quite liked it, it also added to the tension of the combat while I was frantically trying to kite the shark.

Everything is really consistent visually and I liked some of the little easter eggs in there. Overall it's really great and was the perfect length for me. Thank you.

Developer(+1)

Thanks for playing!

Yeah the atmosphere I tried to weave into every aspect of the game. Initially it was intended to be just an atmospheric dungeon crawler and not a horror dungeon crawler. Hence the lack of true jump scares.

I’m glad to hear the movement and combat largely worked for you! I still plan to adjust it post-jam since it was an issue for a number of players.

The visual consistency I honestly have to applaud the creators of the various asset packs for. I used about a dozen of them in this game and nothing jumps out as being obviously not a PS1 looking visual. And I’m happy you liked the Easter eggs, I always enjoy hiding them around. I think this is my third game to feature the game boxes of my previous projects lol. Also it’s awesome you liked the length of the game, I knew I wouldn’t have time for a long game so tried to fit everything into a couple quick levels. In hindsight I absolutely think it was the right call.

Thanks again for playing and all the kind feedback!

Submitted(+1)

Found another bug. If you click the weapon to fight an enemy but has a dead sailor interactable behind it will activate him and that UI.

Developer

Now that I think about it I’m pretty sure I noticed that bug but forgot to fix it lol.

Submitted(+1)

Probably the tensest entry i've played so far. Very good use of atmospheric sounds to effectively give off the feeling of being buried deep beneath the sea in a cramped ship. 

The dedication the ps1 styling is really nice, and definitely helps it feel like a polished and completed package. I didn't really run into any bugs or issues besides the gun being removed after switching levels (although that didn't really matter). One thing I can say is that it felt quite easy up until I got trapped in a room with a banshee and a shark which was right at the end, but I came out of it alive so I guess that was like the final boss.

Personally I would have preffered it if the map didn't show any locations until you entered combat, it kind of ruins the suspence if you can just see an enemy on the map waiting there for you to turn around the corner.

Very solid game!

Developer

Thanks for playing, and the feedback!

I’m happy to hear that because that feeling is what a lot of my effort went towards!

This was my first real attempt at a PS1 graphics game so I’m glad you liked it. I guess it just shows the quality of the asset pack creators that I can use a dozen of them and have it look consistent!

So the reason the gun vanishes is because I never implemented saving values between levels. The inventory system in the game is incredibly hacked together, and there ended up being no enemies in the final level so I focused my time elsewhere.

I lean towards making my games easy in jams so that players can actually finish them. Had a bad  experience in a jam once of players absolutely loving my game, but never making it to the end (and seeing the complex ending sequence I worked on) because they kept dying. Hmm, the fight with two enemies is actually unintentional. Did you just run past the shark before killing it or did it come back to life? (There’s only one shark enemy in the whole game)

The map probably would be better if it was an automap, but all I had time to figure out was just pointing the camera down from above and rendering it to a subviewport. The functionality to obscure enemies until they’re aggroed exists in the game but I just forgot to add it to all enemies and ran out of steam by the end. I’ll be addressing that post-jam.

Thanks again for playing, glad you enjoyed it!

Submitted(+1)

Honestly i'm not sure what was up with the shark, it seemed to appear at the start of the area then float off the map, then sort of floated around randomly and ended up in the room outside the captains quarters where one of the banshee's also followed me. I didn't kill the shark the first time since I kind of assumed it was a patrolling enemy I'd have to avoid based on it's movements. 

The comment about difficulty definitely makes sense, and I agree with you it's better to have an easier game for a jam like this. my own game kind of has that "fault" with being too easy as well haha.

Also makes sense about the map, I find there's always going to be something that suffers from the time-limit in a game jam and the maps probably one of the more acceptable things to be a bit weaker here. 

Developer

Oh, that's strange. So the first time you see the shark it's a scripted sequence, I just didn't have time to hide the shark model leaving view lol. The shark is supposed to charge right at the player and fight you, I'm guessing it must have gotten stuck turning around. Goes to show how broken AI can be interpreted in different ways lol.

Viewing comments 29 to 21 of 29 · Next page · Last page