Thank you for this constructive feedback!
"Real algae and decorative algae are not visually distinguished well."
The idea is that the black corals and red corals hide among the other corals. It's like looking for a four leaf clover. Collecting is automatic, even if you haven't seen it, swimming through you will get visual and audio feedback. This is the exploration part of the game.
"Sometimes the fish don't die when you do a Rush"
In the early game your rush isn't strong enough to kill in one hit. By collecting red corals you will level up and the rush will be more powerful. In the demo, the game is not balanced at all, and the diver becomes powerful quickly. In the final version, you will often have to flee the fights in the first levels.
"I get lost easily and can't find interest points :c"
Or in the game description: "Labyrinthine levels that put your sense of direction to the test." :))
The levels are designed like the labyrinthine levels of a Dungeon Crawler from the 80s-90s where all the walls were identical. We had to take a paper and a pencil to draw the plan of the level.
You will probably hate level 5 of the next update. ;)
Have a very nice day!
Olivier Raveneau
Mars Touch Studio