Really creative central mechanic, it's a cool mix of floor-is-lava platforming and more thinky navigational puzzle solving!
Dabestbro
Creator of
Recent community posts
The dialogue being adaptive based on who you first spoke to is a really awesome detail! I like that it serves as characterisation while also making the repeated interactions slightly shorter. Unfortunately once I opened the screws on the front and back I didn't really understand how to open up the bomb fully, I managed to expose the wires one time by mashing around with the shim/pliers but I couldn't figure out how to get it to happen again. Any tips?
I really enjoyed the action points system, figuring out strategies to have blue guys stick together and search out in groups rather than go off one by one was pretty fun. I do wish the enemy fish had some sort of indicator so you wouldn't have to remember how many hits are remaining to kill them. Overall was a good time :D
This is so well made! There's a lot of great polish and attention to detail, you nailed your artstyle and the gameplay ended up being super satisfying (the harpoon bumping you in the opposite direction was my favourite touch). One tiny complaint I have is that it felt like the game didn't really get more difficult as you survived for longer, so if you could survive the initial difficulty level you would kinda just live forever. Maybe increased passive oxygen usage, faster/denser asteroid spawns or something else as time passes would help? Either way I had a great time, the longest I went was 250 subtle flex ;)

This was really cool! I loved the concept, and I think the minimalist artstyle was a really great fit with the game & the overarching tone. Some of the fish lines felt a little formulaic, although I get that considering the jam was only 3 days long. When you start running out of fish lines, it would be cool to have the fish spawns eventually come to a stop when you fully run out instead of your harpoon just instantly dissolving them. Overall awesome game :D






