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Deeper's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #997 | 2.324 | 3.000 |
| Audio | #1031 | 1.893 | 2.444 |
| Gameplay | #1092 | 1.807 | 2.333 |
| Visuals | #1127 | 1.980 | 2.556 |
| Overall | #1170 | 1.807 | 2.333 |
| Enjoyment | #1284 | 1.463 | 1.889 |
| Innovation | #1302 | 1.377 | 1.778 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Lurk & Survive through this strange place with a strange companion & some strange monsters...
What code and assets did you not make from scratch during the jam (if any)?
A sprite was inspired from a previous game (the ship one)
How many people worked on the game?2
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Comments
I love all the little animation details like the trigger on the gun being pulled and the shine on the glasses. The camera was a bit tight making it difficult to see enemies before they were right on top of you, but going really slow made it possible to get by. Overall great job!
Gets intense fast, definitely a tough one once things start stacking up. I like the hand-drawn style, even without a lot of animation, it gives it character. The shooting feels active and the audio keeps the pace up.
Small suggestion: a quick retry button on the game over screen would make it smoother to jump back in. A small thing, but nevertheless, this was a charming, fun game.
It's fun, the aesthetics have their charm
I really dig how far you leaned into "strange" for the art itself. You did a great job to have the art feel strange but still legible for gameplay. Agree w/others that zooming the camera out a bit would reduce the "oh that offscreen enemy just killed me" moments, as well as giving space around the player on the initial spawn.
Not bad! The game is fun to play but I feel like the enemies have an issue with the amount they swarm the player and the camera doesn't greatly assist the player!
I like the guy's hand and the way his finger pulls the trigger lol. Nice fun little game, good job!
Not bad. The camera view might be a bit too zoomed in, so it’s hard to tell whether there are enemies above or below. I think that in a bullet hell, it’s crucial to have a view that lets you see ahead of time whether enemies are coming or not.
Also, the spawning: sometimes you spawn in places where enemies are really close—sometimes you’re even boxed in and you have no choice but to take damage. It would’ve been good to anticipate that and either give a few frames of invincibility or make it so enemies wait a couple of seconds before spawning.
Otherwise, it’s really good GG.