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Breathe Deep's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #2 | 4.320 | 4.320 |
| Visuals | #3 | 4.520 | 4.520 |
| Overall | #4 | 4.136 | 4.136 |
| Audio | #5 | 4.160 | 4.160 |
| Enjoyment | #7 | 3.680 | 3.680 |
| Creativity | #8 | 4.000 | 4.000 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You must hold your breath underwater
Did you make a majority of the art during the jam?
Yes
Did you make a majority of the sound/music during the jam?
Yes
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Comments
Very neat game. The thing I liked about it most was the variety--both in the number of fish, but also in level design, including the different ways oxygen was sourced, and the different settings themselves.
Level 2 feels legitimately scary, partially because of the music but also because there is only one tiny oxygen source for exploring the whole area. It feels intense because every scan is somewhat slow and so you have to take it quite slow, often getting more oxygen after scanning a single fish. (Which does make it tedious, but I imagine that's the point?)
Level 3, on the other hand, feels more upbeat and joyous like its music suggests, as oxygen is plentiful and it is easier to navigate. There's also more clustered fish / kelp which makes scanning more fun as you can get multiple done with one scan.
I did find a number of points of confusion while playing.
As a nitpick, I feel like making me breath manually while above the water in Level 3 didn't make sense.
I think the core concept of forcing multitasking is always a fun one. I definitely did not get particularly good at the multitasking by the end of the game, and so it's always interesting just how hard it can be. I found I often mixed up left and right click... I would be trying to release the scanner but accidentally stop breathing, or be trying to stop breathing but accidentally release the scanner, etc etc. So it's interesting because I would argue the scanner button specifically does more as an additional point of confusion than as a particularly compelling player input on its own, which is kinda neat.
Overall, even if there are some rough edges, this is a very impressive entry for the jam. The sheer variety of content is enough to make it fun--simply exploring these different environments with different vibes is engaging. Great job!
Thanks for playing and commenting! Yeah, the "MAIN MISSION" button on the pause screen was supposed to be a tab header, but due to time we only wound up having two tabs -- that and "Quit to Title".
Ah, the classic underwater vibes of “can’t tell if comfy or terrifying!” Amazing execution on all fronts here. Especially loved the first level’s music. Props to your whole team! I could definitely see this type of atmosphere lending itself to a longer game with some wicked environmental storytelling (though I’d have doubts that the manual breath mechanic would stay interesting).
The entire time I played I was asking myself "how did they manage to pull this off in only 3 days?" because it exceeded my expectations gameplay and content-wise. Unfortunately, I couldn't swim into the open tunnel at the end of the mall level because of an invisible wall, so in case it was some kinda hitbox I went through the gap that takes you out of bounds to see if I could trigger it from the other side. And... I drowned because my player got stuck and couldn't move lol. That's mostly on me for intentionally going out of bounds though, obv
dude somebody please call OSHA on this protagonist's company
Truly impressive what you all were able to accomplish! I could see this being a full fledged game! There are a few times I got caught on the geometry, but that wasn't really an issue until the final level. The ambiance and the Arctic Eggs inspired graphics are perfect! The best submission I've played yet!
I looove the ambience!