Thank you, that's a huge compliment for us. But more importantly: you mentioned several fish... were you actually able to get past the first level? (If so, that's a mind-boggling result, since even we, the developers, admit that a complete balance overhaul is in order).
quteFrog
Creator of
Recent community posts
Wow, your game and mine are probably the only ones that primarily interpreted "deep" as a dive into the mind/consciousness...
Honestly, you have a super cool concept and an excellent cyberpunk atmosphere. (It strongly reminds me of "Lane Experiment" in some ways, and that's not a bad thing =)
The audio design, while simple, fits perfectly. The visuals are just superb.
Oooh my gosh, it's a game about little submarines! (/≧▽≦)/
I just can't be even remotely objective about this... it's wonderful! \^o^/
A super cute, chill game with a lovely atmosphere and really interesting gameplay...
I finished in the standard 30 minutes, and had about 6 left by the end — perfectly balanced timing. Enough to figure it out and actually play through.
This is magical, thank you, it was so much fun! (p≧w≦q)
The eyes... While the theme isn't new, it's far from overused, and in this interpretation, it truly blooms and comes alive.
A very unusual core mechanic and great attention to detail. *Special thanks for the language selection option and the convenient main menu.
A project with soul and solid execution. Glad I decided to play.
So, we've just pushed an update! The character on the first level is now more positive, and hopefully, the language problem is fixed. About the patient AI: it's the regular DeepSeek model (via a free gateway) prompted to play a specific role. Yes, it has some rough edges, but give "The Deep Session" a chance, and it might win you over =) It's a classic case of being carried away by a cool concept and then struggling with the balancing act, which can hurt the initial fun...
While testing my own game, I thought I had overdone the difficulty and that no one would ever see its second level. This game proved me wrong — the issue wasn't the difficulty, but my own two left hands XD
Basing gameplay on physically accurate object behavior is a really interesting concept. And the minimalist design is a perfect solution for tight deadlines
After publishing my game, I wanted to see how others interpreted the theme of "depth". It seems my attempts to subvert the concept of descending into depths were unnecessary. Because in your game, the literal descent is executed superbly. It's a meditative, pleasant experience with a unique ambient feel. Perhaps my own post-ironic dive into the "depths of the fish consciousness" was a much less successful concept...
Out of what I've had the chance to see so far, this game stands out in a very pleasant way. Interesting visuals. A decent concept. However, the looping background track starts to grate after a while, and the character sprite feels too large, which is a bit disorienting. Other than that, I had a good time with the game.
