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Great Game!

  1. The movement feels so damn good.
  2. Love the multiple input layouts you provide
  3. I like the art style.
  4. The music is great, just a bit too loud.
  5. The portal at the end doesn't seem to work
  6. Entering and exiting the tutorial cave causes a weird bug.not sure what's going on there.I've recorded footage and took some screenshots.just let me know if I could send them to you

I was looking for your game for quite some time.I think you should add a link to your itch page on your youtube channel,that's where I initially found your videos and it took me a while to find your game. 

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Heck yeah! It's rare to get anyone playing the game and it really lifts my spirits so thank you. 

I'm super glad you like the movement, I've spent YEARS on it. It's a complex setup with various input methods and it's really taken a lot of polish to get it totally up and running. 

It's a small and buggy game for now, but i'm working every day building out the key systems, and soon i'm hoping I will have a much more well rounded demo that will expose the core play full of items and interesting bonuses! (Think talents from diablo)

It's taking longer than I ever anticipated, but I've been going strong and making solid progress every day, just finished a dev session when I saw your comment. You can just give me a brief description here of the issue or post a screenshot link, there's a good chance i already solved the bugs though that tutorial area tends to break all the time as i'm not really gearing my builds right now for new players i'm trying to get the core systems set up and sometimes other things break in the process. 

I'm in a very loose dev mode as i'm not quite at the point where i'm ready to polish the early game and I'm spread  thin as I make big changes.

I'm taking the following notes from this post: I'm reducing the music volume by 20%, double checking portals, and zone transitions. Stop being a moron and link my game on YouTube!

I'm always so damned grateful to get feedback like this, because it makes me think that maybe I'm not totally crazy and that all this hard work is starting to pay off! Thanks a ton! I know the game is a little "shallow" right now, but the next update should really show a LOT more potential. I think i'm cooking up some pretty special stuff over here! But I don't wanna build expectations too high, I'm just one dude in a cave so it's hard to make big progress fast.

I'd say i'm hoping to have the next demo out in the next couple weeks, but i've been thinking that for a solid 2 months now, ha! But stick around I'll be having new demo's in the future and I'll be more than happy to have more of your feedback!

Thx again, Antonio. It means a lot that there are people like you out there will to check out and help us little fish in this huge sea.

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Sorry for getting back to you so late.

You're welcome! We both share the same journey so I know and feel your pain.

 From what I've played it really is a good game even if it's only a tiny portion. I've also seen some of your older videos and I got excited by the gameplay in it.(I think there were pink sharks in it)

You have a great, fun game on your hands and I just thought you should be a bit more bold about it. I can't wait for your demo to come out.

The animation is great as well and also the whole idea of using the up down motion to gain speed is just great. 

here are 3 clips:

Are the first few enemies meant to deal no damage ?

https://streamable.com/n4ogoh

https://streamable.com/0f0v3n

https://streamable.com/h57mft

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Thank you! I'll be honest, I am pretty damned proud of this project and I am confident about it being good in the near future, but sometimes I worry that this world doesn't want to see developers who are confident, they love the story of the indie dev down on their luck and filled with self doubt, and there are certainly many days I feel that way too. 

Financially, socially, it's been really hard working on this project. But through it all i've been pretty stubborn and headstrong. So it's been a cycle of extremes. You have to be at least somewhat confident to push through all this craziness!

Where the most doubt comes from, is I jut don't feel as though I fit into this crazy world any more, I'm sure many other indie devs feel this way, that indie game community and want to elevate solitary developers seems to have been stifled. I don't think this world wants games like SeaCrit, or individuals like me to be successful. 

Everything is stiff armed to make sure the mega corporation game that needs to make 500 billion dollars is all anyone sees or purchases or talks about on all these gatekept social media platforms.

But I'm getting a bit in the weeds here with some heavy sh*t!

None of those concerns matter anyhow. All that matters is that we put our head down and get excited for the future of our game and keep on workin'.

Thanks so much taking the time to create these videos! 

I fixed those teleports, but I'm seeing I keep spacing that I need to fix that partial black area in the rant cave, that's going on the todo list now!

I was playing with the idea of the first enemies not doing any damage, but I think i'll go ahead and make sure they do in fact do a tiny bit just so it doesn't feel weird.

Not sure about those pink sharks, but i'm open to suggestions for adding more enemies! If you have any thoughts on what I should add i'd love to hear 'em. I'm not going to  be adding TONS of fish just yet, still getting key systems online, but if you have a request for a certain color fish of a certain size with specific attacks i'll see what I can do!

And yeah, this indie dev is a total slog, and it often feels like we're fighting an impossible battle and it's gotten nothing but WORSE for developers over the years. Hopefully things get better so we all have a fighting chance again and this doesn't all feel so futile and pointless.

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I meant I saw it in one of your older videos(the pink sharks),Either that or I was probably a bit more red.or my eyes were deceiving me. I'll try and find the post and link it.

Demo Play for SeaCrit the whimsical Roguelite (youtube.com)

The world definitely has become a lot more crazier. We can't let that get to us though. I think every developer needs some confidence. I myself struggle with it. I don't post about 90% of my projects(environments or just props) because I'm just that insecure. Alot of people want to become succesful as solo indie devs and like hearing about those kinds of stories because they can somewhat relate. I'm more for putting my trust in God no matter one's circumstances.

Watching your videos gives me confidence as it shows that you keep on working on your game even when you don't feel like it.I think games like SeaCrit can and will succeed. I think what makes it harder is just that marketing one's game is just a whole different beast to tackle.Which is why I hope that you continue to work on your game and get that demo out within a month or so(or atleast when you feel confident enough with the demo that'll convey your game in the way you want it to).Once you have that you can start showing it more to others.You already sold me on your game.

If you don't mind me asking. 

How long do you think it'll take to get a demo out?

How long would take then to get the game over the finish line ?

When it comes to the bigger publishers it's just that they got the capital to spend on marketing but with the current situation it seems that not even the marketing dollars will save them. Which is good. It gives indie devs a bit more of a chance. 

Have you considered making short videos to put on tiktok?

Tiktok is not something I used but I did recently see a dev mentioning getting some traction on it.

About the first enemies not doing damage.It's just that it was a bit confusing.because I didn't really know whether they are harmful or not.

I'm be eagerly waiting on your new builds and that demo  you're working on. Oh I have downloaded the android version.Haven't played it yet but will let you know how things go.

Oh that video! That video is depressing because it's like 3 years old and in many ways the visuals and aimations are better haha! But I had so much less content in the game then it was easier to have things highly polished, and at some point once you start getting burned out and adding more things and you're a solo dev the polish drops a litte.

But I will make a not to add these fish! They seem to have some nice combat setups I'll try to mimic again.

I really don't know how long it's going to take, I thought I would be done with bonus code today but I ended up spending like 6 hours and didn't quit get it done. But I want to be sure things are as good and polished as possible, because once you start making the content, it's WAY harder to fix stuff up without risk of breaking existing setups.

But once I get these systems all wrapped up I think I can create content really fast. I won't have a finished game soon, but what I think I will have is a fun little sandbox sorta like in diablo. You don't need a lot of content, just a small section, but if those enemies scale in diffiuclty and they drop random items, you can REALLY show off the potential.

It might sound crazy, but my goal is to make the game so much fun that people find it, share it and it just goes viral. That's my dream. But if it doesn't work, i'll have more energy for making videos and getting the game out there once I've tied this all up. For the time being I just can't spread myself too thin i'm in a mad dash to try to get this demo out and once i get several hours of painful code done i'm really spent and can't really do other work.

Yeah, I don't know how the world works any more with AAA studios. At the risk of sounding crazy, I don't think anyone knows how the world works any more. Sometimes I think we're in a twilight zone computer simulation and with all this AI you start to wonder what's real and what's not real, and as it gets more and more advanced there's this increasingly unnerving feeling that maybe the line is blurrier than ever.

Anyway! I don't have anything better to do but try to finish the project as the world goes totally bonkers so that's what i'm gonna do.

Thanks again for all the intrest and question! I can talk about this game all day long :D

Oh and good on you for keeping the faith. It's not so easy these days. If there's anything missing in the world today it's faith and dedication.

I'm not religious myself, but sometimes I wish I had been raised that way. I think life is often better when we have something to believe in.

I know a lot of developers and studios look down on religion and old school values, but not atound here. In fact there will be almost a spiritual element to the story telling.

My goal is a story that resonates with everyone and I want sympathetic characters that represents people of all creeds. But more than anything with SeaCrit I want to try to teach kids the value of hard work, discipline, and positive morality.

A great deal of our world has declined in the wake up gluttony, sloth, and falling standards in both work and in spirit.

It is hard to make it out there. Wish I had advice for making it out there, but I've always struggled to find decent work myself, which is a big part of why I started this project!

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I'll be honest your animation is really good and all but I don't see what sets this game apart so anyone would spend money on it. Not saying you should ditch the project but I don't see how it can be a sucess. Too much competition. Good luck though maybe something will work out!

Oh I don't blame you. It's a very bare bones alpha right now. I'm cooking up some new stuff right now hoping to put out a new demo. It will have more challenge and itemization and I HOPE show the promise of the game better. I appreciate the candid feedback! I agree, I have a long way to go...

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This is really impressive; the art style and the character animations are absolutely awesome. I played with a mouse and I was impressed how well it controlled with only mouse movement and lmb/rmb. 

I couldn't get past the part where you learn to swim in a wave to go faster (I'm not sure if I was going fast enough to break the rock at the end). Also, I had a few crashes early with an error about the audio.

Keep up the good work!

Thanks so much for this! I don't get much feedback around here so it's very much appreciated. So glad you found the controls tight and responsive, I've been spending TONS of time getting this game feeling right on different devices and it's good to hear you enjoyed playing with just the mouse, you can also try WASD and mouse buttons, that's my personal favorite setup. I'll check out that waveswim cave and see if there's anything goin' wrong there and fix it up. 

I plan on having a new build in the next couple weeks that will kinda give more form to the game, and i'll also make sure to create a clear "end" to the demo so people don't go wondering if they've completed it or not, even if its very close to the start.

Oh and as for the audio crash bug I THINK it's resolved but didn't do much testing.

Thanks again for playing and leaving some feedback!

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Hey, it's Leon here. Overall it is a pretty impressive work. I would really suggest you play other roughlike games to get some inspiration. Some note I jotted down for you.

1. Enemies should not follow the player to everywhere, especially should not interrupt the interaction with NPC

2. Sometimes the text box with NPC blocks the player views

3. I like we can see the Large NPC model when interacting, but the overall UI experience is a bit overwhelming. Hiding the HUD  might help.

4. The HUD is also a bit messy, too many number and too many things happening at the same time. Players could not focus. Hides those irrelevant and only show them when it becomes relevant.
5. The level tranisition is not clear. Level is colorful but I do feel a bit overloading.

6. No clear goal or guide. Need levels to slowly introduce the mechanics.

7. No intro to help player to know the context or world building. Need more narrative elements.

Hey Leon was really nice meeting you at the event the other day! I'm getting to work on a new build very soon so this feedback is very valuable. Hoping it will fix a lot of these issues you ran into.

The main things I will be adding to address the above problems:

1. Lots of level building. I want to really build up the world to be a nice big place with lots of cool places and secrets to explore. I want to get zone 1 and 2 done with a couple secret areas. I agree there is too much complexity in area one, so i'm going to take out item drops from there, and also remove the ranged fish, and make it so you don't find pistols which allows you to swap until you reach area 2.

2. I'm going to experiment by moving the text box to the top of the screen, rather than bottom right, hopefully this will allow for more, larger, and easier to read text that doesn't get in the way of the gameplay. I also plan on totally revamping where I place NPC's. Less NPC's in combat areas or more out of the way. Hopefully this helps.

3 & 4. I'll take a look at the UI, I agree it can be a bit overwhelming, but not sure what UI isn't necessary to be on the screen (Feel free to reply and clarify what specific UI is bugging you). I do realize the constant display of the current exp gained is really annoying. Things like regen and wounds are always showing up on screen. I'll see what I can do!

5. I'm hoping as I build up the world and make new areas with unique music, and art it will become more obvious when you reach a new zone.

6 & 7. Yeah this needs work, I am planning on revamping a great deal of NPC's so there is less talk about the game being in a beta, and more talk about story!

Really appreciate the feedback, Leon. I've been thinking of having a special fish in the game that gives a thank you to everyone that gives valuable feedback during this early phase of the game. Let me know if you want your name added to the list!

Expect a new demo in the coming weeks that addresses all of the above and then some. Big dev push coming soon. Always happy to have engagement here, feel free to add me on discord if you ever feel like chatting about the game: illtemperedtuna#4015

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Hey

Just played this and I impressed with the how refined and polished this is. It looks really good! I like that there is a variation in the music, and that each of the characters have a voice to support the text. The variety in the moves is also nice - you've clearly put a lot of thought into the system.

You've also very clearly put a lot of effort into your dev logs, so I will be having a read through some of those.

Hats off to you, and keep at it. I'm intrigued to see how this one develops.

Thanks,

Cain

Definitely not every day I get people trying the game these days! The encouragement is very welcome, Cain. 

Thank you for taking the time to try the demo and for posting here.

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Hey, Just want to say Wow great job so far this is definitely a gem. Very unusual to stumble across a game of this quality on here. Really good potential going forward.

Game feels very fluid, music blends nicely. It's quite immersive as well. Feels genuinely pleasant to swim around and explore even when no enemies are present. There's a calmness to the game at times. I genuinely enjoyed it, the ocean had this cool feeling that there is so much more beyond and makes you feel tiny. The way the graphics were done really brings that out. All in all, fantastic work so far keep it up!

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Thank you so much for this comment. It's been a  long road getting this far, but hopefully getting close to a decent demo.

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Don't hit the space bar--it freezes your character's movement

Fixed! Thank you for the suggestion, D'gal

SO fun. Beautiful character and background art. 

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Thanks! My artists did a fantastic job.