I had a difficult time locating the garage at the end, I was expecting a normal door. Some of the navigation in the dark can be a little difficult. Cool story twist at the end.
SAWD Games
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This was a pretty fun idea, surviving a monster town in a car makes for a cool VS-like game. I will say that you should either have more upgrades or a shorter time limit. I maxed out my car at around 3:30, and now I'm just waiting for the game to finish. The framerate has dropped pretty hard at this point so it will probably take a while to see the end.
I chuckled a little when I first Ecco-the-dolphin flipped out of the water after getting some speed increases, and full on laughed when after a few more speed increases I could just fly around outside/underneath the map to really explore. What was the third upgrade, "Pickups power" supposed to do? I never managed to find any pickups to power.
There is a surprising amount of content here, the build into dependence is very slow, and at first feels beneficial, interesting design.
I do think your audio effect for dialog needs to be changed or toned down, I had to turn the volume off after a couple of screens.
Art all looks handmade, which is nice as well, makes for a relaxed atmosphere. ;)
Thanks for playing, glad you enjoyed the game.
The retirement plan doesn't actually require any grinding, once you have max air and the net guns you can look down and see the three mega treasures at the bottom that the net guns will be able to reach. Collecting the mega treasure allows you to afford your retirement. :D
Interesting story here. I thought I found the killer, but it didn't seem like it at the end, so I was a little confused. I also never quite understood what the different colored hearts meant after certain dialog choices. I saw mostly red and blue, but one was yellow. Does that relate to the different endings somehow?
I think this game could use some more direction for the player. I spent a while swimming around different areas, killed a few sharks (once I figured out how to equip the harpoon anyway.
Adding mouse wheel to the controls at the beginning would be a good idea), and gathered some trash, but it seems the crafting system is not implemented yet.
Ultimately I could never quite figure out what I was meant to be searching for, so I repeatedly swam around and murdered sharks until I ran out of oxygen.
You have a really nice atmosphere, the creepy forest has a good look and the shadow guys were pretty creepy, especially early on, when you just see glimpses of them through the trees. There did seem to be a pretty narrow range of where the light would affect the enemies, when I was too far or even too close, I had to adjust my distance to defeat them.
I didn't quite see the purpose of the matches, I was hoping to be able to light up the fireplaces I found along the way, but if it is possible I could not figure out how to do it. The fireplaces might have made for good checkpoints as well, as shortly after crossing the bridge I defeated the enemies nearby then died anyway for some reason, and a close restart point would have been welcome.
The movement and collision mechanics could use some work as well. There seems to be a lot of momentum on even the smallest movement, which combined with some odd collisions, made navigating through the small cabin area very difficult. The awkward movement and mechanic also made it impossible to get up the steps into the cave, I had to find a ramp to the side, as trying to jump up the stairs was very frustrating and always ended in failure. Also, for any first person game, I like to see options to adjust camera sensitivity and invert the Y axis.
Overall this is a very cool base and horror setting, and the environment is well-designed and intuitive to navigate, your game is only held back from being a truly great experience by the controls.
I got to the artifact and reached the ending in a very frantic rush on low difficulty (and low graphics, anything higher was too system-intensive). The game page and screenshots show a crossbow, but I must have missed out on finding it, I just used the knife all the way to the end.
Graphic style is pretty cool, would like to see more weapons.
There's a whole lot to this, which is pretty cool. Lots of things to see under the sea, and a cool random upgrade system. I appreciate the depth meter on the side, and the effects when going too deep were a very obvious sign to turn back.
I didn't see any upgrades for the scanner itself, which would have been welcome, but its possible that I didn't play far enough to see them come up randomly if they are in there.
I like grappling games, you have a good feel to the hook and reel in, but the swinging feels very awkward. I would have preferred just being able to tap W/D or the arrows to swing back and forth. I also generally prefer games where the grappling hook can latch onto different surfaces, rather than set grab points.
The game could use some explanation, I had to come to the comments to learn that the green tiles are also meant to be bad and not the objective. Even after seeing that I couldn't figure out how to avoid the obstacles for more than a couple of seconds, so I might not have the reflexes this game requires.
Cool feel and good voice acting. The enemies look real cool as well, the spike shot has a nice glow in the darkness. The darkness is a little overwhelming, and neither of the light abilities showed a cooldown timer, which would have helped with planning their use. I also found it very difficult to tell when and why I was taking damage.
In the opening, the character steps on one of the little slugs, so I thought that was how to get rid of them, but I instead seemed to be taking damage from touching them. Other times it seemed I took damage when they touched one of the small lights I could summon. I think I may just have not understood the mechanics.
The game looks kind of relaxing, but the hit point limit can be a bit punishing with how quickly and wildly some of the fish move.
I had an issue with the upgrade shop, at first I was only able to buy the middle upgrade. Despite having enough money for the other two, the buttons didn't seem to work until after I had bought the depth upgrade.
The submarine should probably be flipped when moving left, currently it feels a little odd to move backwards. Some kind of option to return to the surface without piloting all the way back up each time would have been welcome as well.
There's a lot of good here, the intro was cool and the game moves quickly. There are a few things that could be added to improve the feel for the player:
The ammo counter is bugged. Once you full screen it disappears and does not return, even if you exit fullscreen.
The enemies could use a more significant hit sound or effect, like is on the player.
The gun sprite should be flipped when aiming to the left, currently it just turns upside down from the rotation.
On death it seems like the game just freezes, with no restart button other than reloading the page.
Overall what you have is pretty fun, actually pretty incredible for a first game, and with some small tweaks it could be even better.
The weapon mechanics are excellent, makes for a ton of variety and cool combos. I did really dislike the crumpled paper background, without having a custom mouse cursor for the game it was real easy to lose track of my pointer as I changed from screen to screen.
Overall very cool and well thought out.