Appreciate if you show good karma and play our game as well :) Thanks!
diversant329
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Fun fact: I found your game long ago and forgot to play, but you played ours and reminded me I wanted to try :)
Cool game! Just felt like movement is too slow and lacked the visual feedback when you get damaged.
Several tries, almost survived the 10th wave. But some of them spawn too fast right where I was and immediately killed me :(
Thanks for playing and warm feedback! Hope you managed to escape a dark labyrinth and finally find The End, "unimportant" and green :)
And special thanks from me for reading signs in that long corridor. I tried my best to make these meta jokes :D
P.S. No way we forgot to check the Loop on music, did we? need to check. Thanks!
Fun idea!
Some improvements to consider:
* As the guy who plays years on PC - I have spent a lot of time trying to click E, then F, then all letters before I finally read it is "1". While it is a kind of thematic - it is unintuitive for people used to play on pc with E/F default buttons to interact
* Tutorial would help as well so people see right in the game what they should do. Maybe the first level could be with the text on the screen and arrows showing and saying how to play
But overall that was cute experience!
Sounds like you reachead The End? Did you interact with the button behind?
But what is behind that mysterious door? No one knows :)
Thanks for playing! Happy you enjoyed it!
We tried to keep smth in between "too chaotic/unclear at all" and "bold direct leading the player by hand through the game". Maybe sometimes it still to unclear what to do.
"AI Generated" - that was my meta joke as if we used AI and forgot to remove this text :D
I'm so happy people actually read the signs. We were afraid that too much signs make people ignore them completly. But signs are a kind of core of the game.
Regarding labyrinth, you should press the buttons on the wall whenever you see them and just intuitively go where it goes. Press buttons, go, new torches lit on, the sign at some moment says to follow torches (this time it doesnt lie) - you follow them, new torches lit on and hint you are on the right way, and you finally exit.
This part was done by another team member - I dont know what is behind the scene, so I play as just a player not dev and everytime it just somehow leads me to the exit. I cant say it is really a puzzle or real labyrinth, rather "semi-puzzle labyrinth alike walking". It is not really about real labyrinth where you try to find the only right path. It is more about going where the game leads you. :D
Hope it helps!
Thanks for playing and appreciate you trying to beat it :)
P.S. After the labyrinth - if you click all buttons and follow the lights - you should appear in a new location. Short Act 3 with some activities. After this you should appear in another place there should be bold green hint where to find The End.
We might create a walkthrough video and share if anyone is curious to see the end but dont want to re-play :)
Great atmosphere, but struggling with core UX and control choices.
With a team of 8 people, there's a solid foundation here, but the game currently fights the player more than it engages them. Here are a few major pain points that broke the experience:
- Confusing Control Scheme: Moving with the mouse (Point-and-Click) while having to press"E"on the keyboard to interact creates an awkward disconnect. Usually, it's either full WASD + E or pure mouse controls. Mixing them feels unintuitive.
- UX Friction: When interacting with terminals, closing a UI window forces you to physically walk away and re-approach the terminal just to open it again. A smoother "press to toggle/exit" or direct interaction loop would help a lot.
- Camera Bugs & Direction: Right at the start, interacting with certain terminals completely breaks the camera, zooming it out into an empty black void. Combined with a large open layout and zero initial direction, it's very easy to get lost or trigger a bug loop.
- What should I do, where to go? Finding a broken terminal feels completely random. Sometimes it is shown immediately, sometimes I have spent good time walking around with no clear purpose or clue or path. And only interacted with door, terminal that said "operational", items you can pickup with no idea why (and where are they stored? how to review a list of all items you picked up?).
- Unclear Task Feedback and what is next? : The minigame itself lacks clear feedback (it looks like a timing puzzle, but requires mouse clicks with not enough response on success + it say letters on the screen as if you should click letters, but actually you should click mouse?), and once fixed, there are no indicators pointing to what's next (instructions appeared only once from several tries), leading to blind wandering across the submarine
- UI Issues: The E button message has inconsisten size (sometimes it very tiny, but in other places it is pretty huge). And the button can be half through the ship wall.
The premise on the game page (repairing a ship with a hidden narrative twist) sounds genuinely intriguing, but the execution currently hides it behind control friction and navigation issues. With a few quality-of-life fixes for onboarding and UI, it could feel much more cohesive!



