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DEEPSLUG's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1 | 4.188 | 4.188 |
| Engagement | #3 | 4.125 | 4.125 |
| X Factor | #3 | 4.062 | 4.062 |
| Visuals | #3 | 4.562 | 4.562 |
| Theme Usage | #3 | 4.000 | 4.000 |
| Overall | #3 | 4.188 | 4.188 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Super neat and atmospheric. The visuals were super cool but the effect on the lights was a little much. Had a hard time getting to the Eye in the first main area because of it. The anglerfish area got a genuine "OOOH!" out of me. Ended up with 2 extra lives. cool stuff!
Awesome!!! The visual effects are great and was huge fan of the sound design ! very fun stuff ^_^ ddddddeeeeeeeeep sluuuuuuuuuuuuug
the green goo almost got me! i really loved the music for the angler fish, nice jaws shoutout. overall really loved the visual and atmosphere, some bits were a bit too dark but i enjoyed some of the challenges.
Great Job!
Ooh that anglerfish almost got me, but I persevered! Love the set dressing and colors. Idk if it was just my monitor but in the second area I had a really hard time seeing anything, I kind of just stumbled into the stairs I needed to progress. Other than that, I approve of this slug adventure.
This was awesome. Loved the visuals and the atmosphere, as well as the environmental storytelling. Wasn't expecting to do some first-person platforming. I did manage to beat it! That part with the fish was so damn scary. I was fearing for my life. Didn't want him to take my last remaining 3d print. Only issue I had with it was that, despite being usually consistent, there were a couple times that when I jumped it launch me way too far for some reason? First time it happened it wasn't an issue even though I noticed it, then the second time was right at the top of the rising-slime section so I overshot my jump and died. But I persevered! Anyway, awesome game!
Well, you have a double jump mechanic, so I have to give you a perfect score. That's just how this works.
Seriously though, there's a lot to admire here. Very self-contained, with a coherent set of goals and a workable story. I was particularly impressed with how y'all handled lighting- very trippy, and fits in well with the alien environment.
DEEEEEP. SLUUUUUUG. Loved this, so cool. I was so on edge my cat was bothered.
This was so enjoyable! I was tickled to be a slug on the escape. The lore and tutorial/guidance delivery along the way was great and well-led; I have to admit I got stuck at one point because I didn't see the Europa light button, but I did re-load and find that I missed it eventually, so honestly that might be user error (I am not a good gamer). The lighting and color usage is incredibly cool, as well!
This was so enjoyable! I was tickled to be a slug on the escape. The lore and tutorial/guidance delivery along the way was great and well-led; I have to admit I got stuck at one point because I didn't see the Europa light button, but I did re-load and find that I missed it eventually, so honestly that might be user error (I am not a good gamer). The lighting and color usage is incredibly cool, as well!
This is so freaking sick, played til the end and I enjoyed every second of it. Incredible graphics and atmosphere, I liked the lil anglerfish that chases you at the end. Perfect use of green.
This is great, such a moody atmosphere, especially in the underwater section with the anglerfish and the accompanying danger music. I think maybe the lore delivery could have been a bit cleaner, but it's hard to complain about that in a jam, especially in 3D with so many different environments and challenges.
I agree with the other commenter that there shouldn't be a life system - I managed to finish the game with 2 extra lives, but I was definitely worried I'd have to replay a bunch of the game if I died too many times. Especially given that some deaths feel kind of unavoidable on the first playthrough, that would have been rough. The rising green goop section in particular feels like it's difficult to get through on the first try, since you're looking around, reading the signs, getting familiar. It might help if the "double jump, keep moving" sign was shown at the beginning or before entering the room, or the goop didn't start rising until after that first button was pressed or something like that.
That all said, I do like the way that the lives counter adds tension to the game. Honestly, I would keep the counter and just secretly let the player die as many times as they need. Let the lives count go negative. That way you maintain that degree of tension, but then players get some relief if they need those extra lives and realize they're not actually going to be punished. Just lie to em!
This was killer. Visuals are great, very simple and limited which really plays to the needs of a game jam. Loved the audio, the adaptive music layer in the fish scene was great, much needed, and very stressful (good way). Level design was great and varied, every situation was well tutorialized and very easy to piece together when I confronted a problem to solve. There are also some really neat set pieces here that create for a very memorable and dense game for a jam. Great work, props to the team
I loved this game, incredible environment and very spooky!
The game is near perfect, I just think there shouldn't be a life-system, you should be able to keep restarting as many times as needed until you beat the game. I wanted to experience the whole thing but not have to do the challenges a second time.
Thank you! Ah yeah that makes sense! We were experimenting with an alternate life system that we want to add as an option someday. But for now ill probably just crank up the lives count after the reviews have closed. Thanks for playing!