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This is so much fun! I wish the difficulty was tuned to be a little easier though. For example, on oxygen depleted, if instead of instant failure it started a brief high-pressure countdown so you can "hold your breath" and return to the surface. The core gameplay loop totally works though, and gives me the urge to explore and collect. I see from your comments you had balancing in mind but didn't get to it, and that's really my only critique. I'm going to play a little more and see how it feels after upgrades.

Visually, I loved the bubble animations and the rolling waves on the surface. The dithered wipe transitions are unique. High level of UI polish, super nice to have a save system too, which I see persists between page refreshes. Really impressive that you got all this done in a couple weekends!

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Thank you so much for your feedback!

I really worked a lot on it during those 10 days. Some general systems, like the save/load system, were premade from my own library (since the rules said it's allowed to use them as long as they aren't gameplay-relevant).

Maybe I need a stronger visual indicator to show you're running out of oxygen, rather than just playing two sounds (one at 50% and another at 25%). However, the main idea is that you have to make a risk/reward decision: do you spend more time looking for a treasure, or is it better to bring back what you already have.

re: oxygen, fair enough, and it's not too punishing when you run out. I think I would've enjoyed a longer exploratory timeframe but I understand why it's shorter initially to teach the core loop and risk/reward.