I tried adding 10 YouTube comments to my game

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  • เผยแพร่เมื่อ 3 มิ.ย. 2024
  • WISHLIST MY SOLO INDIE GAME! store.steampowered.com/app/23...
    TH-cam comments have a lot of ideas for my cave diving game. But are they any good? I guess we are going to find out.
    Developed with the assistance of Screen Queensland.
    Stock Media provided by Novamusic / Pond5
    0:00 - Intro
    0:37 - Silt
    3:38 - Spin me right round
    4:50 - Please stop the spinning
    6:13 - The Squeeze
    11:00 - Tears of the O2 Meter
    12:30 - Extra Tanks
    15:41 - Speed it up
    16:51 - MULITPLAYER?!
    17:36 - Make it Darker
    18:28 - Montage
    19:47 - What is it all for
    #gamedev #development #devlog #indiegame #montage
  • เกม

ความคิดเห็น • 1.4K

  • @UltimanteTheCool
    @UltimanteTheCool 11 หลายเดือนก่อน +656

    I love how he has google searches for whatever he is searching in the background

    • @997gon
      @997gon 11 หลายเดือนก่อน

      jes

    • @gatobinario8644
      @gatobinario8644 11 หลายเดือนก่อน +2

      Browser*

    • @aeea3306
      @aeea3306 11 หลายเดือนก่อน +1

      ​@@gatobinario8644unless it's Firefox it's the same rhing

    • @ashduwitt9899
      @ashduwitt9899 10 หลายเดือนก่อน +3

      I know it just shows his attention to detail in all things he does 😂

    • @inkkles
      @inkkles 10 หลายเดือนก่อน +1

      what even is silt

  • @Scurration
    @Scurration 11 หลายเดือนก่อน +395

    For the turning mode, I think what makes it so nauseous is the fact that it turns REALLY FAST, it's smooth, but too fast.
    Maybe the camera should turn way slower, making it so that the camera is normal at the surface and when the player starts going down, the more underwater he is, the more the camera will have turned by itself.
    Kinda like IRL, divers know when they go down, but after a while it may be more complicated to know where is up and down

    • @raininglaser5695
      @raininglaser5695 11 หลายเดือนก่อน +22

      I feel like it could be cool if there was some sort of soft/hard cap on how fast the turning goes that is dependent on either the depth that the diver is at, or the amount of light that is in the general vicinity. I feel like the more light there is, the harder it would be to be spun around, so if they make it so that it spins less when there is more light then it could make more sense.

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +126

      Yeah I did spend a while trying different speed turns. When its slow it becomes difficult because your eye focuses on where you intend to head towards, and that slowly drifts around the screen, so it's almost like a different brand of nausea! I also previously had a version where the rotation would just "drift" out of whack if it was sufficiently dark on screen, but that still made me feel uneasy. Could just be that I fall into the sensitive category for motion sickness?

    • @Scurration
      @Scurration 11 หลายเดือนก่อน +12

      @@lukemuscat Huh, maybe you could try each of those camera-turning methods with the beta testers to see if they like any of them, or if each one is just blegh.
      Or perhaps change the camera rotation but not the direction of the player, but that solution would only work with some kind of "mouse/controller cursor", like the rounded cursor in Getting Over It to move the hammer around, or the one in Glowfish to give an example with this kind of underwater 2D gameplay, but since the game is keyboard based that wouldn't work very-well x)

    • @JeromeMillion
      @JeromeMillion 11 หลายเดือนก่อน +7

      ​@@Scurrationi've tried games where the camera would turn like this and get sick right away. A lot of people suffer from mild to severe motion sickness and this would be the perfect trigger. So it's definitely interesting but best left out of this game.

    • @Scurration
      @Scurration 11 หลายเดือนก่อน +3

      @@JeromeMillion Yah I see, I was thinking more like a rotation that the player wouldn't even "feel" (like moving very slightly over time), but perhaps it ain't a good idea in the end x)
      Also, rpz la france!!

  • @TanmaiKhanna
    @TanmaiKhanna 10 หลายเดือนก่อน +254

    Adding non enemy creatures: I've seen lots of ideas for enemy creatures but it could be nice to have some creatures that are just there.
    - Seen from the corner of your eye it could seem like an enemy, which would add tension to it. Especially as later you wouldn't know if it is a friendly or an unfriendly creature.
    - Really calmly swimming creatures that mind their own business adds a calm dynamism to the game and makes it less eerie. But since eeriness can be a plus, maybe the number of creatures could go down as depth increases. The sounds of these creatures swimming near the surface can be contrasted with the silence at lower and lower depths.
    - Some creatures can even just be friendly and follow you around for a bit while you do your thing.
    - Some may not be enemies but can inadvertently bite the ropes with which you're holding the elements which would cause mild annoyance and amusement haha.
    There's probably a lot more that can be done with these, which would help make the game a lot more alive.

    • @komaeda_juice4983
      @komaeda_juice4983 10 หลายเดือนก่อน +6

      the following around idea sounds really cute

    • @TotallyAccurateCodingSimulator
      @TotallyAccurateCodingSimulator 10 หลายเดือนก่อน +5

      totally agree with your suggestions, hope he'll see them and add it to the game.

    • @art-eroflore
      @art-eroflore 9 หลายเดือนก่อน +4

      Love the idea of little creatures that can cut ropes, maybe they could be like little crabs and snip them with claws. Calm little creatures on the surface would be really sweet to add to the chill vibes near the surface too!

    • @tultrapfighter
      @tultrapfighter 5 หลายเดือนก่อน

      schools of fish that rush away as you get near

    • @PROTOTYPE0
      @PROTOTYPE0 4 หลายเดือนก่อน

      Just like the panicking scientists in Jetpack Joyride

  • @wirecyte5685
    @wirecyte5685 10 หลายเดือนก่อน +75

    What would make the game even more immersive is if the deeper you go, the less colors can reach down. in real life, some colors of light cannot reach certain depths which is why things that are a red color on the surface appear more green on the sea floor

    • @SmolBloof
      @SmolBloof 6 หลายเดือนก่อน +2

      Would love to see that. It's always the little details that deepen immersion.

    • @the_multus
      @the_multus 8 วันที่ผ่านมา

      It only works with the sunlight, since the flashlight doesn't have to penetrate through the water column.

  • @tristangarrett74
    @tristangarrett74 11 หลายเดือนก่อน +229

    The one thing that I feel like is missing from this sort of environment is some kind of vegetation or plant. Maybe a purpose for it can spawn in large amounts and almost act like a coral reef or something that's home to the enemies so they spawn way more there (Or even spawns certain type of enemies), but also spawns really good loot. It could almost work as pseudo dungeon

    • @tristangarrett74
      @tristangarrett74 11 หลายเดือนก่อน +6

      Also, this just looks really cool and inventive, great job!

    • @Littlehughman
      @Littlehughman 10 หลายเดือนก่อน +2

      this is a cool idea i hope he adds it

    • @NN-cr6gx
      @NN-cr6gx 10 หลายเดือนก่อน +13

      Remember that in real diving, you can get stuck on vegetation, so maybe you can entangle yourself (it could add to a panic meter) and it should slow down your movement.

    • @the_multus
      @the_multus 8 วันที่ผ่านมา

      I'd say, that it would be cool to make it into a hiding spot for the diver. It seems to me, that the game lacks a bit of suspense, and the need to hide might solve that.

  • @hamsterfish2132
    @hamsterfish2132 11 หลายเดือนก่อน +102

    I feel like different biomes with different challenges could help bring variety to exploration

    • @oshiul4u
      @oshiul4u 10 หลายเดือนก่อน +4

      That'd help memorizing where you are in the game. Kinda neat

    • @squish_nerd
      @squish_nerd 10 หลายเดือนก่อน +2

      YES

  • @galdoug8918
    @galdoug8918 10 หลายเดือนก่อน +17

    When you are on your last section of oxygen, the timer for it to run out could be slightly longer than the other sections, to increase that feeling of just making it in time.

  • @lukemuscat
    @lukemuscat  11 หลายเดือนก่อน +113

    Update 4: All 500 playtest slots have now been released. I'll be releasing more playtests in the future when I have some new major features that need testing! Thanks :)

    • @2wen98
      @2wen98 11 หลายเดือนก่อน

      i'd be happy to help!

    • @malcolmkoharian
      @malcolmkoharian 11 หลายเดือนก่อน

      how do you get invites?

    • @m0m3nt45
      @m0m3nt45 11 หลายเดือนก่อน

      ​​@@malcolmkoharianon steam I'm pretty sure. There's a link in description

    • @Wonone-Wontwo
      @Wonone-Wontwo 11 หลายเดือนก่อน +2

      damn you got my hopes up for multiplayer... if you do add it maybe you can add a knockout mechanic, say your friend runs out of o2 and passes out deep in the cave then you have too go find and tow them back too the surface too revive them

    • @tammyd3081
      @tammyd3081 10 หลายเดือนก่อน

      After the games finished and released will the game be open to everyone and how much will it cost?

  • @itzcruel4857
    @itzcruel4857 11 หลายเดือนก่อน +171

    Some suggestions because why not at this point:
    - Silt is a really cool idea, but it being a simple fog overlay over a pitch black screen lacks dynamism in my opinion; instead, maybe dimming down the brightness of the screen and increasing the overlay's transparency could result in a more interesting gameplay (it also allows the player to see at least a little bit)
    - I feel like the guideline could be more curvy: if I understand correctly, it's meant to be a rope with which you can direct yourself to key areas, so it would be odd for it to be so janky and sharp-cornered rather than softly twisting - this could also reflect the calmness of the atmosphere and contrast the tension of the gameplay
    - Similarly, maybe guidelines could drift??? like they would move around slowly in the water so that if you leave them for long enough they could end up leading you in the wrong direction
    - Not really a feature but more like a gimmick, how about making the head torch flicker from time to time? (I think that if it was a full on feature, then there would be too much complication with having to periodically check or recharge the batteries, though that's honestly up to you to decide)
    - Finally perhaps adding some underwater life would, well, bring some life to the game ._. right now it kind of feels like a bare and empty cave, but there's quite a lot of small things that could be added, like general seaweed or similar aquatic plants, luminescent plants (would look amazing to be fair) and maybe even whole sections of the cave that would be filled with overgrown plants, which could either reduce your speed or field of vision, or both

    • @trilobite3120
      @trilobite3120 10 หลายเดือนก่อน +12

      It looks like there is already seaweed (which there shouldn't be because of how little sunlight there is) but more life is a good idea. I personally want something like one of those blind cave fish or maybe even my beloved olm to make it in.

    • @GotEmClean
      @GotEmClean 10 หลายเดือนก่อน +1

      danggg

    • @iHaveNoLife226
      @iHaveNoLife226 10 หลายเดือนก่อน +6

      I like everything in this but a little opposed to the silt suggestions. Keeping it dark and allowing less light is what makes silt so scary, if it's brighter and more transparent then it's less intense. Overall, I like your suggestions

    • @thedisappointment7323
      @thedisappointment7323 10 หลายเดือนก่อน +4

      I think that the silt part he should add the shadow of the character and the walls you touch to navigate where you are, because it would be kinda annoying to trying to escape the silt and then got stuck with the fog in front of the screen

    • @NN-cr6gx
      @NN-cr6gx 10 หลายเดือนก่อน +2

      @@trilobite3120 Maybe sponges or algae that feeds of sulfur geysers

  • @plague7556
    @plague7556 11 หลายเดือนก่อน +83

    You could possibly add a sort of enemy that latches onto you and drains oxygen until it's removed through some form, it would be found in way deeper regions of the caves.
    An enemy that rams into you and launches you while making your screen get blurred or go black would also be really funny but also disorienting I believe, could be a terrifying creature considering it could jump out of the dark at any moment. Maybe a sound could play as a warning for it detecting you?

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +42

      Oh the leech style enemy is a great one. Could have some creative ways to remove it.

    • @psgamer-il2pt
      @psgamer-il2pt 11 หลายเดือนก่อน +4

      ​@@lukemuscatFor example, maybe silt could kill it, and it would be a sort of trade-off where you would get more oxygen, but you would lose a lot of vision

    • @daskommt
      @daskommt 11 หลายเดือนก่อน +5

      ​@@lukemuscat I think being able to remove them by cramming through tight spaces and them sort of getting "rubbed off" could be fun.

    • @TiagoTiagoT
      @TiagoTiagoT 11 หลายเดือนก่อน +5

      @@lukemuscat Maybe a playful octopus that pulls the air hose off your face and you gotta shake it off, with lots of bubbles coming off while it's disconnected?

    • @trilobite3120
      @trilobite3120 10 หลายเดือนก่อน +1

      ​@@lukemuscatI think it would be cool if this were some kind of organic creature unlike the existing robotic enemy.

  • @drewpowell409
    @drewpowell409 10 หลายเดือนก่อน +57

    I think the camera rotating with the player helps create the eerie lost atmosphere you get from real cave diving. In order to find your way up you could add a bubble effect from the diver that always goes up

    • @kimyona9746
      @kimyona9746 8 หลายเดือนก่อน +6

      I feel like just make it a game mode. Call it "Realisticish Mode" and you can add more "realistic" features for the memes.

    • @spaceowl5957
      @spaceowl5957 7 หลายเดือนก่อน +3

      Maybe it would't be as nauseating if the camera turned very slowly in the direction you're swimming. So that the direction you're swimming always slowly becomes downwards on the screen. But it could take like 5 - 30 seconds for it to fully turn. And it would only turn if you're moving. Kinda like it works in 3d gta games.

  • @sethrankada
    @sethrankada 10 หลายเดือนก่อน +14

    My suggestion is to enhance the immersion by incorporating 'Sound!' features such as echos, echolocation, directional audio, ambiance, and the ability to identify enemies through their noises. These additions may not be immediately noticeable, but they greatly contribute to the overall experience in other games I've tried. It would be impressive if, for instance, players could determine that a specific cave is a dead end by gauging the amount of reverb in the music coming from that direction. Another idea I found intriguing is to introduce beacons emitting steady pulses of sound at a specific frequency, enabling players to navigate based on how the pitch and frequency are affected by the terrain. It could be fascinating to have enemies that react to sound as well. Some may be attracted or repelled by the sound of the beacons or even the sound of your oxygen tank.
    Additionally, I thought of incorporating bubbles and currents into the gameplay. While implementing these features would pose significant challenges, they could have a profound impact on the game experience. Ultimately, it's up to you to decide whether they are feasible.
    I must say, I'm thoroughly impressed with your progress so far. You're doing an outstanding job!

  • @evade_me
    @evade_me 11 หลายเดือนก่อน +249

    I think in the tiny holes were you need to squeeze, there should be small very rare items that can fit through.

    • @raininglaser5695
      @raininglaser5695 11 หลายเดือนก่อน +112

      Maybe have them lead to where the randomly generated pockets of air spawn? I feel like that could be a good enough reward in and of itself if it is deep enough.

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +138

      Oh DANG having air pockets back there is a great solution.

    •  11 หลายเดือนก่อน +4

      Yeah like small rare coins and pots etc. booty stuff.

    • @seanbrady9746
      @seanbrady9746 11 หลายเดือนก่อน +12

      Making the oxygen run out quicker through the tight areas to simulate panic? Making the full boost of air at the end a race to the finish

    • @mikeferguson4084
      @mikeferguson4084 11 หลายเดือนก่อน +2

      exactly what i was thinking

  • @berrycade
    @berrycade 11 หลายเดือนก่อน +46

    It could be interesting to add artifacts that when analyzed at the surface provide unique perks that can’t be obtained through the store. Ex: you can sense danger, when sea creatures get too close you get a warning. or Ex: you can see exactly how much O2 you have. Perhaps these artifacts could be a reward for exploring tight areas or underwater ruins.

    • @ajaxdossd948
      @ajaxdossd948 10 หลายเดือนก่อน

      DUES EX IT, TWO PERKS

  • @DommoDommo
    @DommoDommo 10 หลายเดือนก่อน +58

    I really really enjoy how you do your dev diaries. They're simple yet really engaging.

  • @idioart1366
    @idioart1366 10 หลายเดือนก่อน +6

    When I saw how dark it gets I realized that I need this game it looks so cool!!! Also I think some more tension would be amazing like in a horror movie right before the jumpscare

  • @madmanmax120
    @madmanmax120 11 หลายเดือนก่อน +45

    If you're going to do another video with taking viewer suggestions, I have a whole bunch!
    - The silt overlay should move/shift around/morph as you move around. It feels like somebody just left some dirt on the lense of whoever is watching this diver swim around.
    - Have some fish/other creature that you can find which will lead to you nearby treasure, kinda like the fairies from Terraria. Maybe you could even have an upgrade where you get your own personal 'Sparx' from Spyro who can point you towards treasure in a similar manner. Besides, everybody likes a cute, small thing to contrast with all the big scary stuff you're surrounded with!
    - To take some inspiration from Dome Keeper, you could have a timed aspect to the game, like "collect as much treasure as you can before the caves collapse" or something. That of course depends on what sort of game loop you were looking for.
    - If you're getting attacked/in a situation that would be deemed "panic worthy", your diver could use up more oxygen.
    - There isn't a minimap, but you still would have a vague idea of where the areas you've already explored would be. Perhaps similar to how maps get greyed out in RTS games when you don't have line of sight on a particular spot, you could have vague grey outlines of the caves you've explored already. For extra atmosphere, make them get blurry and fade away the longer you haven't been back there. Maybe spots that you retreat could also fade away slower as you "build up a stronger memory" of that area?
    - I think to counteract the people who "wanted to go faster", you could have a quick "dash/swim" ability which could use up more oxygen (and is totally not also copied from a hidden indie game that was mentioned this video).
    - And if things are supposed to get spooky, then you gotta get some Lovecraftian-hallucinations sprinkled in there. Funny tentacles and weird creatures at the edge of your vision that only appear briefly are a must!

    • @itstom4049
      @itstom4049 10 หลายเดือนก่อน +1

      What a beautiful comment. You definitely have some good game sense

    • @SharyK-_0
      @SharyK-_0 10 หลายเดือนก่อน +1

      Hope he sees it, great ideas

  • @ThePhoenixSlayer
    @ThePhoenixSlayer 11 หลายเดือนก่อน +58

    Idea for the Squeeze mechanic and how to get any gold and stuff out, maybe the larger channel connected to the main cave is blocked by some kind of wreck, that can only be pushed open from the inside. Thus forcing the player to do the Squeeze to get to the loot, but to get out you can go through a normally sized channel.

    • @gattos_
      @gattos_ 11 หลายเดือนก่อน +6

      Was going to suggest the same thing. That way not being able to drag big objects through the squeeze bbecomes a risk/reward mechanic: at the other side of the squeeze there is a lot of goodies, but you can't enter it if you're already dragging a lot of stuff, so you have to plan your path in a dive accordingly.

    • @DBCSG
      @DBCSG 11 หลายเดือนก่อน

      ​@@gattos_Or maybe the exit is a bubble Column that the player can only exit from the inside

  • @theinsomniac7284
    @theinsomniac7284 10 หลายเดือนก่อน +9

    In regards to the tight squeeze mechanic, I think that something similar to the fossil excavation or traditional lock-picking mechanic found in games like Skyrim could be interesting. Allowing the player to keep moving at their own pace while ensuring the tension of running out of oxygen, having to make slight careful movements in order to get through.

    • @lukemuscat
      @lukemuscat  10 หลายเดือนก่อน +7

      Yeah I think lock picking style mechanics are potentially a really good fit here!

  • @banditodog
    @banditodog 10 หลายเดือนก่อน +2

    Maybe the sprint feature could be a torpedo-thing that pulls you BEHIND it!

  • @stdm7964
    @stdm7964 11 หลายเดือนก่อน +52

    Love seeing the way you develop your ideas. Your open-minded approach to each idea allows for some really cool developments!

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +25

      Thank you so much! Other than just wanting to entertain, I really am trying to (stealth) show people the design process. which I think can be misunderstood.

  • @Cosmixthegoober_
    @Cosmixthegoober_ 11 หลายเดือนก่อน +159

    If you do another video like this maybe you can add underwater ruins/sunken ships? Also I got a lot of respect for you because game dev is hard. EDIT: maybe you could also add more customization for the diver, like being able to change the color of the suit of something

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +69

      Currently re-writing the procedural generator to make it work with larger set pieces like ruins and sunken ships :)

    • @Cosmixthegoober_
      @Cosmixthegoober_ 11 หลายเดือนก่อน +5

      @@lukemuscat thanks for replying!

    • @Cosmixthegoober_
      @Cosmixthegoober_ 11 หลายเดือนก่อน +1

      @@jas7256 yeah

    • @friedrichhayek4862
      @friedrichhayek4862 11 หลายเดือนก่อน +1

      @@lukemuscat Maybe wave function collapse

    • @berrycade
      @berrycade 11 หลายเดือนก่อน +4

      @@lukemuscat If your already rewriting the procedural generator to allow for larger set pieces then your could make the “squeeze sections” be structures that blend with the natural terrain

  • @MaxMen11
    @MaxMen11 10 หลายเดือนก่อน +7

    You should add some sort of physics to the Guide Line so you have to hook it onto something to keep it away from just falling in depths.

  • @lorderu1
    @lorderu1 10 หลายเดือนก่อน +5

    Try making the tight fit areas like a maze with "fog of war". Easy to move around, but stressfull if you get lost

  • @GrumbulonCelery
    @GrumbulonCelery 11 หลายเดือนก่อน +19

    Perhaps adding some form of endgame that involves/explains the presence of the enemies would be pretty neat. Also great job with the game so far, it looks really fun!

  • @DecoyZ
    @DecoyZ 11 หลายเดือนก่อน +20

    It's probably too much work, but something I love most of all in games is terrain variation
    Imagine that as you went down, the type of cave it is changes
    Maybe there's a set of biomes you can randomly get that changes how you play
    A cave biome with bioluminescant plants that's much more open but maybe has more enemies as life can thrive better
    Or maybe a very muddy cave with chunk of the terrain able to break off and cause temporary cave ins
    Or what about a crystal cave, it has lots of cool loot in the form of crystals. But no chests and if you touch the walls you get cut and maybe lose oxygen.
    A biome with currents? I remember hearing of an underwater cave near me that had a strange area that connected to a river so it had currents underground
    Imagine getting swept away in such murky and dark waters
    Definitely too much work, but it would be really cool

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +10

      I can just roll out another montage and all that work will be done in like 60 seconds :D
      But seriously I love this and it's something I am aiming to do in at least some capacity!

    • @DecoyZ
      @DecoyZ 11 หลายเดือนก่อน +3

      @@lukemuscat that's awesome! I look forward to seeing any ideas you bring to life!
      And yeah, we all know all it takes to make a game is a catchy song, a headband and some older mentor figure who stands in the background nodding or shaking their head in the montage
      And boom, a whole game finished

    • @trilobite3120
      @trilobite3120 10 หลายเดือนก่อน

      I personally don't like the plant idea that much. Caves have very interesting and unique life, especially underwater caves, but you won't find plants there (because of the lack of sunlight). I feel like underwater cave creatures deserve more recognition and plants would kind of distract from that. But that's just my personal taste, and it isn't a 100% realistic game so it would be fine.

  • @dimas7204
    @dimas7204 10 หลายเดือนก่อน +4

    I can really tell your a designer. I feel like your just so good at analysing problems and solutions and why they work or don't work. You have earned so much of my respect after your previous video and I think you really deserve all the praise. Keep it up ❤

  • @Jari_FenixEXP
    @Jari_FenixEXP 10 หลายเดือนก่อน

    Adding comment suggestions for my game as well for the first time currently so this video was great inspiration! Game looks awesome, keep up the good work!

  • @raininglaser5695
    @raininglaser5695 11 หลายเดือนก่อน +36

    I feel like an enemy that spawns occasionally in the silt would be a cool idea. It could make it so that being near silt is dangerous, even if you aren't actively touching it. Especially if this enemy would disorient you.

  • @JamesThompson-zu3bq
    @JamesThompson-zu3bq 11 หลายเดือนก่อน +34

    if you do manage to make a squeeze tunnel that feels good to play a way that I think would be interesting to connect it to the rest of the cave is to have destructible walls. You could use a meteoidvania type of thing where there's a wall that you can only break from the inside of the room after you go through the tight squeeze and that way you can easily bring back all the treasure with you.

  • @GermiesCoasterYard
    @GermiesCoasterYard 11 หลายเดือนก่อน

    Excited to see where you take this. It's looking really cool so far! Can't wait to play!

  • @eboatwright_
    @eboatwright_ 10 หลายเดือนก่อน +3

    This looks amazing! I love the physical item approach

  • @kayag8
    @kayag8 11 หลายเดือนก่อน +28

    You have quickly become one of my favorite youtubers, I can see all the effort you put into these videos. Keep up the good work.

  • @goooat9352
    @goooat9352 11 หลายเดือนก่อน +17

    I've played a bit of the older version of the playtest, and it was great! I of course have a couple of suggestions.
    1. The current way the map generates there are a lot of straight walls and corners, which makes it easier to tell which way is one of the cardinal directions, and I don't think that would be something you want to be easier to figure out. I know you're planning on revamping the map generation later, so just keep it in mind.
    2. You could have the camera slowly spin when you're under the surface. It would be less nauseating than the camera being fixed to the direction the player is facing, while still making it easier to get lost the deeper you go.
    These probably have already been suggested, but i hope they still help!

  • @Itaru1342
    @Itaru1342 9 หลายเดือนก่อน +1

    Man this seems so cool. Keep up the good work!

  • @necroseus
    @necroseus 11 หลายเดือนก่อน +1

    This type of game is right up my alley. I will play this, absolutely!!! Really good work, I'm super happy to see this sort of community interaction from a seasoned designer! Great stuff, dude! Great stuff :)

  • @YaM8Kraken
    @YaM8Kraken 11 หลายเดือนก่อน +9

    Truly a fantastic idea.
    Though painful as it sounds, I think you experimenting on certain things based on the feedbacks can give you the reputational lead in terms of both being a one man army and a very attentive and reliable game dev than those in some...big multimillionaire AAA title companies.😂
    The work you've done so far has stacked up so well that I'm sold! Can't wait to see other content on your channel as well sir!
    THANK YOU!!!😁👍

  • @starrocks_
    @starrocks_ 11 หลายเดือนก่อน +6

    you can add change in fov when player is sprinting. And you can put some tasks like among us like fixing something lost in ocean and using it, it will help in multiplayer too

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +6

      Oh the FOV change on sprint is so easy and smart. I'm going to add that for sure.

  • @AlexStrook
    @AlexStrook 10 หลายเดือนก่อน

    I love hearing your design process! Great video once again!

  • @W0terB0tle
    @W0terB0tle 6 หลายเดือนก่อน +2

    An idea for the smaller cave tunnels would be having them be quicker ways to lead to areas with big main tunnels. That way they can be used to quickly get somewhere at the start but still allowing for the player to take a bunch of items through main tunnel.

  • @acobaltstar4665
    @acobaltstar4665 11 หลายเดือนก่อน +6

    I know this is going to be a success! Especially as a Mobile Game . But can u make it like a seperate goal in the game where there is a randomly spawned "Anchor" or "Ancient Trident" in a very deep part, so not only is it a game for finding things, but it also works as kind of like a maze

  • @artourito
    @artourito 11 หลายเดือนก่อน +7

    I have a few ideas : first, a rope attached to a little floating platform that u can tie (with limited lenght ) to a surface underwater, and then put items on it so it gets pulled to the surface, like some sort of way to get inventory emptied faster to make the physical objects mechanic less of a penalty. It would be expensive to help more experienced divers ( that went deeper in the exploration) and that can afford it.
    Then, some biome variety with underground volcanos, kelp forests and ruins. Amongst those ruins could be a portal that gets you somewhere else on the map, way deeper or just to somewhere u can fight a mini boss.
    That leads to my 3rd idea, a fight progression system where the deeper u get, the closer you get to the big fish, final boss, going through multiple mini boss (or not ) that give you power ups to kill the boss. Killing the final boss wouldnt be the end, but would unlock something the player would really desire like a second shop for automated ressource gathering, or a teleportation ring ( would need serious nerf to not be game breaking) etc...
    This way, it isnt necessary to go for the monster hunting way, but a nice alternative to the "dive find buy" cycle for advanced players that know the game well. It would also make exploring deeper more challenging, and bring a whole another level of choice making.
    (I liked ur ui btw 😔)

  • @charlescharliecharles1
    @charlescharliecharles1 11 หลายเดือนก่อน +1

    This channel is really underrated man, thanks alot. I want to be a game developer someday and this is really interesting, the game looks really cool too. Keep going!

  • @jakedev7363
    @jakedev7363 10 หลายเดือนก่อน

    Awesome video! Your videos and games are inspirational and motivate me to keep on working on my own game. Can’t wait for the next upload

  • @Tay10rd
    @Tay10rd 11 หลายเดือนก่อน +3

    Cant wait for: Feed the Deep Together!

  • @isacg799
    @isacg799 11 หลายเดือนก่อน +8

    you should add more details on the map like other dead divers and random junk. adds more to the experience. The game looks great!

  • @VoidBaroness
    @VoidBaroness 10 หลายเดือนก่อน +1

    Multiplayer would be INSANE. looks like a ton of fun and I could see myself just messing about with friends on stream or something. Can't wait for it to come out, definitely adding to my wishlist

  • @SeanStClair-cr9jl
    @SeanStClair-cr9jl 10 หลายเดือนก่อน +12

    So awesome to see your process, it really feels like you're a real artist developing your craft, the way you're committing to this sketch and being both so cognizant and also almost "detached" from it. (As in, of course you are committed and interested in this project, but that hasn't prevented you from being very destructive and dynamic with it as well, which I'm sure in all your experience is crucial to actually turning whatever you've started with into something REALLY good, something that actually resonates with you and other players).
    When you mentioned Jetpack Joyride again (and oh, how can I forget Fruit Ninja? how can you forget it! haha.) I consider how... arbitrary? In a way, that game was. I mean, there's nothing inherently obvious about a jetpack or any of the mechanics you've implemented. And I'm saying this not to dis it, but to like, kind of shake myself into realizing - oh YEAH!! There was nothing "obvious" about these design choices, and yet they WERE so thoughtful, so considerate, that the result absolutely *felt* like it was. A game that had to be made, you know? Same as Fruit Ninja - there is nothing granted about that concept nor (really especially) it's gorgeously effective execution. And this, too. This diving game is shaping up to be such a thoughtful and considerate design that it's suddenly hitting that phase of just seeming... obvious? You know - "of course this game loop works!" kind of thing. Haha I don't know if I'm getting across, but.
    I'm very excited and inspired to see this development process. The vibes I'm getting from these videos are... you're someone who is so single-handedly capable at all of these different jobs you assign yourself, that there is some other work environment in which your creativity and experimentation could be even less inhibited by the fact that you also have to balance everything else. I mean, you're familiar with the marketing of these games, the font design of their title screens, you know how to make a multiplayer game, you know how to record and edit these really compelling videos... I see so much care in all of it, too, so I wouldn't suggest you don't enjoy it. Anyway, officially rambling for 3 paragraphs so I'll call it quits. But I can't wait for your next hit game! Haha. No pressure.

    • @GunsAndAmmo3
      @GunsAndAmmo3 10 หลายเดือนก่อน

      Idk maybe because he IS an artist??

    • @SeanStClair-cr9jl
      @SeanStClair-cr9jl 10 หลายเดือนก่อน +2

      @@GunsAndAmmo3 ? Yeah, agreed lol

  • @tcoder4610
    @tcoder4610 11 หลายเดือนก่อน +3

    The game looks really good! I would suggest to make it scarier by adding something like sanity. So the more "scared" the player is from the enemies, the lower the sanity. When the sanity is lower, your vision is darkened and it's pulsating (maybe when it's really low) and the screen fades to red. I think it would be a nice mechanic to add even more tension.
    Another suggestion is zooming to the player more in certain situations. You can make the player feel claustrophobic by zooming the camera a lot when in a small passage. This way, you won't have to reinvent the wheel and no changes would be required to the world generation system (maybe).
    You can also make the camera come closer and closer to the player when running out of oxygen, improving the tension even further. That way, the player will panic more since they can see less from the world around them and it would be more stressful to navigate back to the surface.

    • @acobaltstar4665
      @acobaltstar4665 11 หลายเดือนก่อน +2

      Give this some likes its a really nice idea

  • @Flamsleburger
    @Flamsleburger 11 หลายเดือนก่อน +5

    I feel like it would be cool to add a monster that acts similar to an angler fish. It's light on it's head can maybe look like something valuable like gold, or another item or currency. It could look blurry from far away, so you'd have to decide whether or not you really think it's gold or something else valuable. I feel like that would be something cool to add, which also makes there more variety between the monsters.

    • @SurprisinglySalty
      @SurprisinglySalty 11 หลายเดือนก่อน +1

      He needs to see this, sounds like a cool idea!

    • @Flamsleburger
      @Flamsleburger 11 หลายเดือนก่อน +1

      @@SurprisinglySalty Thanks!

  • @MaxTheMiner1
    @MaxTheMiner1 10 หลายเดือนก่อน

    Absolutely fantastic video as always! So great to see you so close to hitting 100k subs so quick. I’m sure you’re going to explode sooner or later, so best of luck and don’t get disorientated and run out of oxygen as you said in the video.

  • @pineapple4722
    @pineapple4722 10 หลายเดือนก่อน +1

    You could also make the line (that helps you find your way out) have a limited length and as it hits the max length it’s starts dragging the line with it being able to get more lost for not paying attention.

  • @Elitempesta
    @Elitempesta 11 หลายเดือนก่อน +3

    For the tight parts where you need to squeeze, to bring stuff through it you could make a shop upgrade that makes items you pick up attach one to another, so basically you get an item and it attaches to you, then you get a second one and instead of attaching to you it attaches to the first item, and then the third one to the second until you reach the limit and the next item you pick up gets attached to you again, this way they could fit it smaller tunnels being like a chain

  • @Dqlz
    @Dqlz 10 หลายเดือนก่อน +6

    When you sprint oxygen should deplete faster. also if u get stuck in thight spaces there should be a wiggle mode or something like that I thought of Q and E but those are already in use maybe you can change it to drop with RMB and change color if you press TAB. also when stuck maybe add something that causes the diver to go into panic mode and the player must complete some sort of puzzle to make the diver calm again and not burn oxygen too fast. these were some ideas I had might as well share it :)

  • @Lachrymogenic
    @Lachrymogenic 10 หลายเดือนก่อน

    Congrats on 100k man, you can make it, I hope.

  • @Filipex13
    @Filipex13 10 หลายเดือนก่อน

    this is insane! Can't wait when the full game releases.

  • @lukeasarts9788
    @lukeasarts9788 11 หลายเดือนก่อน +9

    If you do continue more with turning or maybe otherwise you could use the O2 tanks to orient yourself by leaking oxygen out making the tank useless but putting some bubbles that go up ?

  • @dogbot55
    @dogbot55 11 หลายเดือนก่อน +6

    I think if you make the diver multiple pieces that pivot on each other, it would work great for narrow diving. And that way you'll naturally have to manipulate the character with the arrow keys so they don't get stuck instead of a quick time event

  • @EmergencySerotonin
    @EmergencySerotonin 7 หลายเดือนก่อน

    the amount of effort put into this made it so satisfying to watch

  • @AdamSingle
    @AdamSingle 11 หลายเดือนก่อน

    Another great video Luke. Always enjoy your content.

  • @codemassi
    @codemassi 11 หลายเดือนก่อน +3

    I think you should implement a one use drilling item or bomb similar to what you suggested. It could let the player create their own paths and shortcuts, and also let you keep the narrow tunnels.

    • @lukemuscat
      @lukemuscat  11 หลายเดือนก่อน +3

      Yeah I am planning on experimenting with this! Right now the way the level is generated its insanely slow to destroy tiles (because of how the collisions and shadow casters work), but I am working on a bunch of stuff right now that will hopefully leave that open as an option in the future :)

  • @higercharte2509
    @higercharte2509 11 หลายเดือนก่อน +10

    You could make a drawing system for the player to develop its own map, so it can better remember where things are

    • @flamesinfinity
      @flamesinfinity 10 หลายเดือนก่อน +1

      yes but maybe make it a custom game mode

  • @ifreaku
    @ifreaku 10 หลายเดือนก่อน +1

    He took the phrase "We don't fix bugs, we make it a feature" too seriously!

  • @bearony2082
    @bearony2082 10 หลายเดือนก่อน +1

    this reminds me alot of dome keeper with the way you drag different currencies to the top to buy upgrades!

  • @jevilreformed
    @jevilreformed 11 หลายเดือนก่อน +3

    Very cool.

  • @HeisenbergFam
    @HeisenbergFam 11 หลายเดือนก่อน +62

    Luke gives the vibe of an innocent side character of a show who ends up being master manipulator behind everything

    • @florianneacosta987
      @florianneacosta987 11 หลายเดือนก่อน +1

      Hey man. 🗿

    • @-HeisenbergFam
      @-HeisenbergFam 11 หลายเดือนก่อน +3

      why are you everywhere? tf?

    • @tuanmemes
      @tuanmemes 11 หลายเดือนก่อน

      ​@@-HeisenbergFam because he's Heisenberg

    • @-HeisenbergFam
      @-HeisenbergFam 11 หลายเดือนก่อน

      @@tuanmemes tru

    • @_SparkHere
      @_SparkHere 11 หลายเดือนก่อน

      Heisenberg is everywhere except my YT channel :(

  • @Baelfyr
    @Baelfyr 8 หลายเดือนก่อน

    Subscribed, wish listed, liked, and commented! I found your videos after the Unity stuff that is going on, watched your video about the development of fruit ninja. I know of Half brick as well, it is one of the game companies that I am looking at applying to after I finish my Game Development bachelor next year. I have been enjoying the back log of your videos and look forward to more new content.

  • @rickycky1332
    @rickycky1332 11 หลายเดือนก่อน +1

    I think that for the narrow tunnels, you could make it so that once you've passed the tunnel, you can explode a breakable wall with TNT or dynamite to make it easier to explore, so that it opens up a new passage for a zone.

  • @Jakey4543
    @Jakey4543 10 หลายเดือนก่อน +32

    you should add a sonar upgrade similar to subnauticas, this would be useful if your going through a really silty area.

    • @leiffff
      @leiffff 10 หลายเดือนก่อน +3

      Maybe like a sonar/light bomb, where it briefly lights up/lines/whatevers the paths around while in a dark or silty area… like how a lidar paints the walls maybe?

    • @Jakey4543
      @Jakey4543 10 หลายเดือนก่อน

      @@leiffff yeah thats a better idea than mine

  • @ThatTrueCJ201
    @ThatTrueCJ201 10 หลายเดือนก่อน +7

    For late game content, i think it could be really cool to have a submarine. Mabey it can be crafted from parts that are scattered throughout each the depth of the caves.

    • @GaloonLoon
      @GaloonLoon 10 หลายเดือนก่อน +1

      Make the titan sub

    • @jc-px8ox
      @jc-px8ox 10 หลายเดือนก่อน

      yes especially because the gamer already has the controller

  • @Thenewestbeans
    @Thenewestbeans 10 หลายเดือนก่อน

    I am amazed by your skill and patience.

  • @ZackaryQuackary
    @ZackaryQuackary 10 หลายเดือนก่อน +1

    I have a suggestion or two.
    The deep you go the more expensive the materials get like you could find diamond, but the enemies will also get much stronger so it's like a risk going down there but, you'll be rewarded big for doing it.

  • @robbyplummer9414
    @robbyplummer9414 11 หลายเดือนก่อน +4

    I play behind ninja

  • @Gort_theSerf
    @Gort_theSerf 11 หลายเดือนก่อน +2

    You can keep the turning mode, to make it easier, you can add a compass that tells you where is north

    • @galador8089
      @galador8089 11 หลายเดือนก่อน

      That’s too easy in my opinion

    • @rogacz935
      @rogacz935 11 หลายเดือนก่อน

      you can orientate yourself by the direction of the bubbles

  • @arturmntr
    @arturmntr 11 หลายเดือนก่อน +1

    I really like that you actually tried to add the best fitting suggestions to the game but only kept what worked best. Can't wait to finally try it out. For one bit of feedback though, I feel like the silt covering the entire screen, including the diver, may be a little immersion breaking, and potentially might even soft lock the player for however long the silt-out lasts. Adding a black silhouette or an outline around the diver when entering the silt could be a really simple solution as players will still be disoriented by having their surroundings obscured by the silt, but will be aware of where the diver is facing in order to find an exit.

    • @arturmntr
      @arturmntr 11 หลายเดือนก่อน +1

      Also, it would be nice to have different types of silt, to mimic real life scenarios. The first would be triggered by touch, which is already in the game. The second, by getting near it. And the third would be so volatile, that even if sediment wasn't directly stirred, it would trigger a few minutes after the diver passed it. Which means that players could journey deep into the cave without a hitch, but find their route silted out on their way back (kind of like what happened to Xisco Gràcia and his diving partner in Sa Piqueta).

  • @Rayquaza-Really
    @Rayquaza-Really 11 หลายเดือนก่อน

    Dani has made these kinds of videos EXPLODE to popularity. and i hope such a big viewership grace other creators as well :D
    Also one idea: *Boss Fights.* After watching your video maybe like use Falling rocks and actual weapons with physics play in? Im talking to a literal Fruit legend so these stuff is very cool

  • @QUBIQUBED
    @QUBIQUBED 11 หลายเดือนก่อน +3

    Suggestion:
    1. Shop - Make a medium sized selection of normal items appear randomly in the shop every time you come back from a dive that is longer than 5 minutes
    2. Chest - Daily/Weekly chests sell rare and special/exclusive items for a higher cost (this is a final game sort of thing)
    3. Enemy - Add a Vampire Squid that adds a vignette to your screen, the more Vampire Squid Ink that is applied onto you, the more intense the vignette becomes, it also makes the game have a ugly yellow tint after too much ink. You get rid of this ink the higher you go, and it all washes off at the surface.

    • @QUBIQUBED
      @QUBIQUBED 11 หลายเดือนก่อน

      Shop Suggestion: make a sellable map of the cave in the weekly/daily shop that's really expensive but can map out locations (colorless) when you tug it along in locations, it's pretty heavy though

  • @QUBIQUBED
    @QUBIQUBED 11 หลายเดือนก่อน +5

    It'd be cool if the spinning feature was the same, but reeaaaallly slow. So that it's disorienting after a long time, but not a big problem at the beginning

  • @47372
    @47372 10 หลายเดือนก่อน

    For the silt, maybe changing the overlay to be quite transparent and blurred but leaving a very small area visible around your diver so you can still see and utilise guide lines, somewhat imitating the very closed in environment of only being able to see whats directly infront of you when silted out.
    - Provides both more purpose for the guide lines, aswell as fleshes the silt mechanic out even further.
    Loving this game idea! Can't wait for the potential release!

  • @vladislavmelnikov5452
    @vladislavmelnikov5452 11 หลายเดือนก่อน

    I hope to see a fish one day with different colors and abilities, maybe even a treasure search in a sand (dig into the wall or smthng)
    Good job anyway, very excited to see more content of yours!

  • @TheOrangeCuber
    @TheOrangeCuber 10 หลายเดือนก่อน +1

    bro, sprint using oxygen literally makes the most sense ever, i’m not sure if it’s best from a gameplay standpoint, but it can definitely be tested. your body uses more oxygen when exerting more energy so depleting oxygen faster when the player wants to sprint makes sense.

  • @ActionScripter
    @ActionScripter 11 หลายเดือนก่อน

    Props for turning viewer suggestions into a fun video. In my experience TH-cam dev backseating is so overwhelmingly bad/redundant that I usually regret even reading the comments at all.

  • @realbef
    @realbef 10 หลายเดือนก่อน +2

    bro this dude made my whole childhood

  • @user-yw8he9ct8b
    @user-yw8he9ct8b 10 หลายเดือนก่อน +1

    Great game! About squeezing ( 10:37 ) through the gaps I think it would be great to have the arrows as a part of the background with some dust and as get near you clean them in some way to see where are you going. Or the dust could be burnt by the flashlight.

  • @benjaminstandfest6265
    @benjaminstandfest6265 10 หลายเดือนก่อน

    Love this art design, keep going (:

  • @AetherXIV
    @AetherXIV 11 หลายเดือนก่อน

    Your devlog just stands out to me as a mature game dev who really knows what he's doing and can be counted on to finish the project

  • @sadaaromin13
    @sadaaromin13 11 หลายเดือนก่อน

    Very cool man! Two thing that I would like to see is I want the surface to feel relieving. Maybe a tropical island feeling? A visual gratification for making it back safely. Also another fun concept would be rtx. Since the light source are so sparse I feel it could make it extremely visually pleasing without hurting your art style.

  • @dismalitie
    @dismalitie 10 หลายเดือนก่อน

    I think a good idea for the guide lines is to be able to select / change the colour so you can have different colours for different paths. You could also add a feature to merge guides together (but say if the colour feature is added and you merge two guides of different colour, a spherical connector would appear) so you can have a sort of "main" guide that branches off to different places. Once again with the guides, I think it would be cool if you could buy guides that glow or lights you can attach to them; but overall I really like your content and how the game is coming along so keep it up!

  • @mangodinyo
    @mangodinyo 11 หลายเดือนก่อน

    I really enjoy and love your videos !

  • @profreshinal6418
    @profreshinal6418 10 หลายเดือนก่อน +1

    I’m probably a bit late but here’s some ideas.
    - Hidden Caves!
    Occasionally generate unreachable caves that hold a lot of valuables, and require people to unlock a way in, like explosives that you can find around the deep. This could tease the player by making them have an extra goal to constantly have in the back of their head.
    - Oxygen Tank Damage!
    When hit by the discombobulating enemies, they could perhaps damage your oxygen tank so that backup oxygen tanks won’t allow you to survive forever down in the deep.
    Damage should be healed when back at the top, and damage could also be done in other ways.
    - Floral Plethora!
    I think that adding a lot of different plants with different rarities could spice and color up the deep a bit.
    You could also pick up some of the flora and bring them back to the surface to make a fun collectible.
    - Tricky (Enemies?)
    Adding a few things to mess up and confuse the diver like occasionally moving guidelines when they’re off your screen, or shattering glowsticks and oxygen tanks.
    They could be put in as enemies or just as random events, making people think on their feet adds fear and excitement!
    - Pressure Vaults!
    Spawn small safes around the top of the deep, that need to be cracked open by going a certain depth and using the pressure, this would give extra incentive to go even deeper and face scarier parts of the deep.
    - Tethers!
    Add a new item to the shop which is a tether that can anchor to any physical surface and attaches a (certain length) rope to you which follows you as you venture through the deep.
    Once you wish, you can attach the end of the tether to a surface and then attach items to the tether which will be tethered back to the origin point of the Tether. You can also ride on the Tether, but be careful, as the Tether can break with every object and ride, and the chance increases the lower you get.

  • @theothetorch8016
    @theothetorch8016 7 หลายเดือนก่อน

    This devlog is now part of a series. I love it.

  • @veggi6785
    @veggi6785 11 หลายเดือนก่อน

    The game looks amazing so far! I also love the way you’ve implemented the suggested mechanics so far. I have a suggestion to maybe improve the silt though. It would be cool if the light from your flashlight (or other sources) gets occluded by the silt, acting almost as a wall and not allowing you to see past it. It would add another level of danger to it!
    Also a lot of other comments already suggest this, but the tight cave sections can have some sort of one way exits, like a lodged boulder or some wreckage. You’ll be forced to leave your aid outside the tight segment, making it even more stressful, being without light or extra air if you get stuck, but once you get past it you can carry the loot through the one way exit!

  • @onlymakoto9292
    @onlymakoto9292 10 หลายเดือนก่อน

    i have the game on my wishlist and requested a playtest cant wait till it publishes cause it looks just too good and fun

  • @someonewithsomename
    @someonewithsomename 10 หลายเดือนก่อน

    Slit clouds are absolutely awesome!
    Maybe make the effect a more gradual though, like bluring the screen first and adding texture on top of it the further you go inside the cloud.

  • @zdowns913
    @zdowns913 10 หลายเดือนก่อน +1

    Loved the video and cant wait to try out the game!! Im not entirly sure how the lighting in the game works bit adding a mountable/placeable lamp seems like a great additon for repeated navigation. They have similar lamps in caves for tourism. You could have battery powered, durability or even some wired system but the details are up to you. Also maybe start highlighting the games name in the title, thumbnail or throughout the video more, might help.

  • @Potatoboii2
    @Potatoboii2 10 หลายเดือนก่อน +1

    Watching this gave me the idea of exertion, I think that there should be a bigger element of "Trying to balance your actions" and while there is some of that, with the limited sprint and slowing down the more stuff you carry, I'm personally not a fan of extra bars to look at, and you should be able to at least try carrying 10 lumps of gold without slowing to a halt. My idea is that the more intensive the activity you're doing, the faster your oxygen meter goes down. For example: just floating in the same spot would make it go down pretty slowly, but carrying 12 things and sprinting to the surface will make you suffocate much faster. I feel like my idea accurately represents what it'd be like having to rely on an O2 tank, because doing more stuff will make you more exhausted, if that makes sense. Either way I love this game's concept and execution, I can't wait to see it once it releases!

  • @BrandonGrimshaw
    @BrandonGrimshaw 10 หลายเดือนก่อน

    Love low-motion mode! Absolute game changer for someone like me who instantly felt unwell from the very short clip of the turning mode lol.
    Having lots of fun with Feed the Deep :)

  • @roveto2214
    @roveto2214 6 หลายเดือนก่อน

    I really love sprint mechanics on basically any game, but since this one is all about upgrading, i feel like the sprint should be an upgrade as well. Another idea is to make it consume part of your oxigen, like as if the diver was using the pressurized air to move more quickly. Love how the development is going Luke, keep it up!!

  • @nolansullivan9495
    @nolansullivan9495 10 หลายเดือนก่อน

    I LOVE the rotating the camera with the player idea, please keep it in the game somehow, or im not playing

  • @kitemanenthusiast
    @kitemanenthusiast 9 หลายเดือนก่อน

    I think things occasionally appearing in the background like the glowing eyes of a monster or even signs that other divers were there before you, ruins, smaller caves with loot inside that you can enter and maybe even a hole letting you see the ocean there's alot you can do with this concept.