Getting a little scary
Rough Puppies
Creator of
Recent community posts
Yeah, the previous version had poor instructions, so I changed them a bit and added some to make the gameplay more clear because most people who were playing it were getting confused. Thank you so much for the feedback and completing my game! :) You are the first person to beat it without me directly helping them along so that's very cool :)
That particular room has three exits, but the exit with the battery requires you unlock the Super Magnet for east magnetism. Now that the jam is over, I've uploaded an updated version of the game with a comprehensive map that should make exploring more fun and less confusing so its easier to find where you need to be going. Also touched up on a ton of stuff, art, sound design, etc. If you ever decide to give it another try, it should be a bit more intuitive and accessible this time :)
I'm slower than most at reading, so for someone like me I think it would be neat if the hint was shown to you with as much time as you need to process it, but the options are kept hidden until you click to continue, at which point the timer would start, (but I don't know if in practice this would have the same flow). I'm impressed with the level of polish you were able to achieve in such a short time.
Thank you for playing my game and giving me feedback! Did you get stuck on an area, or become lost and not sure where to go? Admittedly the layout can get a bit confusing as you progress, even for me who designed it. I'm working on a in-game map feature that I will update it with after the Jam is over. Glad you had fun!
Hello, I was able to get the legacy version to work immediately, but on the same project, the current version gave me a black screen. I adjusted the room height, width, and aspect ratio on both versions. I also tried it with and without full screen mode. I am not using any other sharers or any draw GUI elements on this project.
Looks really cool and I can tell a lot went into making this and there is a fair amount of depth to the game, but unfortunately I couldn't get very far at all because I couldn't really figure out how to repair anything. Read the manual a few times, messed around with different objects. Specifically, I had an item that needed gold writing repaired, and I figured out how to make gold ingot, but couldn't really figure out how to fix it from there. Some more tutorialization would go a long way. I do like that you can take the customers item's and completely destroy them by accident lol that was fun to discover.
I restarted again and tried with another item and had basically the same issue where I couldn't figure out the correct items to repair it. Also, it seemed the controller was taking multiple inputs in too quickly and auto-selecting the first crafting option on the list. I suspect it was reading controller input every frame without a delay after the initial selection was made. I noticed the keyboard inputs on menus were sensitive as well.
Cool vibe overall and interesting concept. I liked the mechanic of patching up the holes, but I felt like it I would consistently run out of ammo long before the submarine had time to lose enough health. So maybe if the sub's lost health faster, and there was more ammo, that mechanic could have been more useful and added some tension to that part of the experience ( unless i am missing something, which i might be). Overall really cool project, love the retro, low poly aesthetic.



