I tried adding 10 YouTube comments to my game

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  • Опубликовано: 31 май 2024
  • WISHLIST MY SOLO INDIE GAME! store.steampowered.com/app/23...
    RUclips comments have a lot of ideas for my cave diving game. But are they any good? I guess we are going to find out.
    Developed with the assistance of Screen Queensland.
    Stock Media provided by Novamusic / Pond5
    0:00 - Intro
    0:37 - Silt
    3:38 - Spin me right round
    4:50 - Please stop the spinning
    6:13 - The Squeeze
    11:00 - Tears of the O2 Meter
    12:30 - Extra Tanks
    15:41 - Speed it up
    16:51 - MULITPLAYER?!
    17:36 - Make it Darker
    18:28 - Montage
    19:47 - What is it all for
    #gamedev #development #devlog #indiegame #montage
  • ИгрыИгры

Комментарии • 1,4 тыс.

  • @UltimanteTheCool
    @UltimanteTheCool 11 месяцев назад +656

    I love how he has google searches for whatever he is searching in the background

    • @997gon
      @997gon 11 месяцев назад

      jes

    • @gatobinario8644
      @gatobinario8644 10 месяцев назад +2

      Browser*

    • @aeea3306
      @aeea3306 10 месяцев назад +1

      ​@@gatobinario8644unless it's Firefox it's the same rhing

    • @ashduwitt9899
      @ashduwitt9899 10 месяцев назад +3

      I know it just shows his attention to detail in all things he does 😂

    • @inkkles
      @inkkles 10 месяцев назад +1

      what even is silt

  • @TanmaiKhanna
    @TanmaiKhanna 10 месяцев назад +254

    Adding non enemy creatures: I've seen lots of ideas for enemy creatures but it could be nice to have some creatures that are just there.
    - Seen from the corner of your eye it could seem like an enemy, which would add tension to it. Especially as later you wouldn't know if it is a friendly or an unfriendly creature.
    - Really calmly swimming creatures that mind their own business adds a calm dynamism to the game and makes it less eerie. But since eeriness can be a plus, maybe the number of creatures could go down as depth increases. The sounds of these creatures swimming near the surface can be contrasted with the silence at lower and lower depths.
    - Some creatures can even just be friendly and follow you around for a bit while you do your thing.
    - Some may not be enemies but can inadvertently bite the ropes with which you're holding the elements which would cause mild annoyance and amusement haha.
    There's probably a lot more that can be done with these, which would help make the game a lot more alive.

    • @komaeda_juice4983
      @komaeda_juice4983 10 месяцев назад +6

      the following around idea sounds really cute

    • @TotallyAccurateCodingSimulator
      @TotallyAccurateCodingSimulator 9 месяцев назад +5

      totally agree with your suggestions, hope he'll see them and add it to the game.

    • @art-eroflore
      @art-eroflore 9 месяцев назад +4

      Love the idea of little creatures that can cut ropes, maybe they could be like little crabs and snip them with claws. Calm little creatures on the surface would be really sweet to add to the chill vibes near the surface too!

    • @tultrapfighter
      @tultrapfighter 5 месяцев назад

      schools of fish that rush away as you get near

    • @PROTOTYPE0
      @PROTOTYPE0 4 месяца назад

      Just like the panicking scientists in Jetpack Joyride

  • @wirecyte5685
    @wirecyte5685 10 месяцев назад +75

    What would make the game even more immersive is if the deeper you go, the less colors can reach down. in real life, some colors of light cannot reach certain depths which is why things that are a red color on the surface appear more green on the sea floor

    • @SmolBloof
      @SmolBloof 6 месяцев назад +2

      Would love to see that. It's always the little details that deepen immersion.

    • @the_multus
      @the_multus 5 дней назад

      It only works with the sunlight, since the flashlight doesn't have to penetrate through the water column.

  • @lukemuscat
    @lukemuscat  11 месяцев назад +113

    Update 4: All 500 playtest slots have now been released. I'll be releasing more playtests in the future when I have some new major features that need testing! Thanks :)

    • @2wen98
      @2wen98 11 месяцев назад

      i'd be happy to help!

    • @malcolmkoharian
      @malcolmkoharian 10 месяцев назад

      how do you get invites?

    • @m0m3nt45
      @m0m3nt45 10 месяцев назад

      ​​@@malcolmkoharianon steam I'm pretty sure. There's a link in description

    • @Wonone-Wontwo
      @Wonone-Wontwo 10 месяцев назад +2

      damn you got my hopes up for multiplayer... if you do add it maybe you can add a knockout mechanic, say your friend runs out of o2 and passes out deep in the cave then you have too go find and tow them back too the surface too revive them

    • @tammyd3081
      @tammyd3081 10 месяцев назад

      After the games finished and released will the game be open to everyone and how much will it cost?

  • @tristangarrett74
    @tristangarrett74 11 месяцев назад +229

    The one thing that I feel like is missing from this sort of environment is some kind of vegetation or plant. Maybe a purpose for it can spawn in large amounts and almost act like a coral reef or something that's home to the enemies so they spawn way more there (Or even spawns certain type of enemies), but also spawns really good loot. It could almost work as pseudo dungeon

    • @tristangarrett74
      @tristangarrett74 11 месяцев назад +6

      Also, this just looks really cool and inventive, great job!

    • @Littlehughman
      @Littlehughman 10 месяцев назад +2

      this is a cool idea i hope he adds it

    • @NN-cr6gx
      @NN-cr6gx 10 месяцев назад +13

      Remember that in real diving, you can get stuck on vegetation, so maybe you can entangle yourself (it could add to a panic meter) and it should slow down your movement.

    • @the_multus
      @the_multus 5 дней назад

      I'd say, that it would be cool to make it into a hiding spot for the diver. It seems to me, that the game lacks a bit of suspense, and the need to hide might solve that.

  • @Scurration
    @Scurration 11 месяцев назад +395

    For the turning mode, I think what makes it so nauseous is the fact that it turns REALLY FAST, it's smooth, but too fast.
    Maybe the camera should turn way slower, making it so that the camera is normal at the surface and when the player starts going down, the more underwater he is, the more the camera will have turned by itself.
    Kinda like IRL, divers know when they go down, but after a while it may be more complicated to know where is up and down

    • @raininglaser5695
      @raininglaser5695 11 месяцев назад +22

      I feel like it could be cool if there was some sort of soft/hard cap on how fast the turning goes that is dependent on either the depth that the diver is at, or the amount of light that is in the general vicinity. I feel like the more light there is, the harder it would be to be spun around, so if they make it so that it spins less when there is more light then it could make more sense.

    • @lukemuscat
      @lukemuscat  11 месяцев назад +126

      Yeah I did spend a while trying different speed turns. When its slow it becomes difficult because your eye focuses on where you intend to head towards, and that slowly drifts around the screen, so it's almost like a different brand of nausea! I also previously had a version where the rotation would just "drift" out of whack if it was sufficiently dark on screen, but that still made me feel uneasy. Could just be that I fall into the sensitive category for motion sickness?

    • @Scurration
      @Scurration 11 месяцев назад +12

      @@lukemuscat Huh, maybe you could try each of those camera-turning methods with the beta testers to see if they like any of them, or if each one is just blegh.
      Or perhaps change the camera rotation but not the direction of the player, but that solution would only work with some kind of "mouse/controller cursor", like the rounded cursor in Getting Over It to move the hammer around, or the one in Glowfish to give an example with this kind of underwater 2D gameplay, but since the game is keyboard based that wouldn't work very-well x)

    • @JeromeMillion
      @JeromeMillion 11 месяцев назад +7

      ​@@Scurrationi've tried games where the camera would turn like this and get sick right away. A lot of people suffer from mild to severe motion sickness and this would be the perfect trigger. So it's definitely interesting but best left out of this game.

    • @Scurration
      @Scurration 11 месяцев назад +3

      @@JeromeMillion Yah I see, I was thinking more like a rotation that the player wouldn't even "feel" (like moving very slightly over time), but perhaps it ain't a good idea in the end x)
      Also, rpz la france!!

  • @galdoug8918
    @galdoug8918 10 месяцев назад +17

    When you are on your last section of oxygen, the timer for it to run out could be slightly longer than the other sections, to increase that feeling of just making it in time.

  • @drewpowell409
    @drewpowell409 10 месяцев назад +57

    I think the camera rotating with the player helps create the eerie lost atmosphere you get from real cave diving. In order to find your way up you could add a bubble effect from the diver that always goes up

    • @kimyona9746
      @kimyona9746 7 месяцев назад +6

      I feel like just make it a game mode. Call it "Realisticish Mode" and you can add more "realistic" features for the memes.

    • @spaceowl5957
      @spaceowl5957 7 месяцев назад +3

      Maybe it would't be as nauseating if the camera turned very slowly in the direction you're swimming. So that the direction you're swimming always slowly becomes downwards on the screen. But it could take like 5 - 30 seconds for it to fully turn. And it would only turn if you're moving. Kinda like it works in 3d gta games.

  • @itzcruel4857
    @itzcruel4857 11 месяцев назад +171

    Some suggestions because why not at this point:
    - Silt is a really cool idea, but it being a simple fog overlay over a pitch black screen lacks dynamism in my opinion; instead, maybe dimming down the brightness of the screen and increasing the overlay's transparency could result in a more interesting gameplay (it also allows the player to see at least a little bit)
    - I feel like the guideline could be more curvy: if I understand correctly, it's meant to be a rope with which you can direct yourself to key areas, so it would be odd for it to be so janky and sharp-cornered rather than softly twisting - this could also reflect the calmness of the atmosphere and contrast the tension of the gameplay
    - Similarly, maybe guidelines could drift??? like they would move around slowly in the water so that if you leave them for long enough they could end up leading you in the wrong direction
    - Not really a feature but more like a gimmick, how about making the head torch flicker from time to time? (I think that if it was a full on feature, then there would be too much complication with having to periodically check or recharge the batteries, though that's honestly up to you to decide)
    - Finally perhaps adding some underwater life would, well, bring some life to the game ._. right now it kind of feels like a bare and empty cave, but there's quite a lot of small things that could be added, like general seaweed or similar aquatic plants, luminescent plants (would look amazing to be fair) and maybe even whole sections of the cave that would be filled with overgrown plants, which could either reduce your speed or field of vision, or both

    • @trilobite3120
      @trilobite3120 10 месяцев назад +12

      It looks like there is already seaweed (which there shouldn't be because of how little sunlight there is) but more life is a good idea. I personally want something like one of those blind cave fish or maybe even my beloved olm to make it in.

    • @GotEmClean
      @GotEmClean 10 месяцев назад +1

      danggg

    • @iHaveNoLife226
      @iHaveNoLife226 10 месяцев назад +6

      I like everything in this but a little opposed to the silt suggestions. Keeping it dark and allowing less light is what makes silt so scary, if it's brighter and more transparent then it's less intense. Overall, I like your suggestions

    • @thedisappointment7323
      @thedisappointment7323 10 месяцев назад +4

      I think that the silt part he should add the shadow of the character and the walls you touch to navigate where you are, because it would be kinda annoying to trying to escape the silt and then got stuck with the fog in front of the screen

    • @NN-cr6gx
      @NN-cr6gx 10 месяцев назад +2

      @@trilobite3120 Maybe sponges or algae that feeds of sulfur geysers

  • @evade_me
    @evade_me 11 месяцев назад +249

    I think in the tiny holes were you need to squeeze, there should be small very rare items that can fit through.

    • @raininglaser5695
      @raininglaser5695 11 месяцев назад +112

      Maybe have them lead to where the randomly generated pockets of air spawn? I feel like that could be a good enough reward in and of itself if it is deep enough.

    • @lukemuscat
      @lukemuscat  11 месяцев назад +138

      Oh DANG having air pockets back there is a great solution.

    •  11 месяцев назад +4

      Yeah like small rare coins and pots etc. booty stuff.

    • @seanbrady9746
      @seanbrady9746 11 месяцев назад +12

      Making the oxygen run out quicker through the tight areas to simulate panic? Making the full boost of air at the end a race to the finish

    • @mikeferguson4084
      @mikeferguson4084 11 месяцев назад +2

      exactly what i was thinking

  • @sethrankada
    @sethrankada 10 месяцев назад +14

    My suggestion is to enhance the immersion by incorporating 'Sound!' features such as echos, echolocation, directional audio, ambiance, and the ability to identify enemies through their noises. These additions may not be immediately noticeable, but they greatly contribute to the overall experience in other games I've tried. It would be impressive if, for instance, players could determine that a specific cave is a dead end by gauging the amount of reverb in the music coming from that direction. Another idea I found intriguing is to introduce beacons emitting steady pulses of sound at a specific frequency, enabling players to navigate based on how the pitch and frequency are affected by the terrain. It could be fascinating to have enemies that react to sound as well. Some may be attracted or repelled by the sound of the beacons or even the sound of your oxygen tank.
    Additionally, I thought of incorporating bubbles and currents into the gameplay. While implementing these features would pose significant challenges, they could have a profound impact on the game experience. Ultimately, it's up to you to decide whether they are feasible.
    I must say, I'm thoroughly impressed with your progress so far. You're doing an outstanding job!

  • @idioart1366
    @idioart1366 10 месяцев назад +6

    When I saw how dark it gets I realized that I need this game it looks so cool!!! Also I think some more tension would be amazing like in a horror movie right before the jumpscare

  • @hamsterfish2132
    @hamsterfish2132 11 месяцев назад +102

    I feel like different biomes with different challenges could help bring variety to exploration

    • @oshiul4u
      @oshiul4u 10 месяцев назад +4

      That'd help memorizing where you are in the game. Kinda neat

    • @squish_nerd
      @squish_nerd 10 месяцев назад +2

      YES

  • @plague7556
    @plague7556 11 месяцев назад +83

    You could possibly add a sort of enemy that latches onto you and drains oxygen until it's removed through some form, it would be found in way deeper regions of the caves.
    An enemy that rams into you and launches you while making your screen get blurred or go black would also be really funny but also disorienting I believe, could be a terrifying creature considering it could jump out of the dark at any moment. Maybe a sound could play as a warning for it detecting you?

    • @lukemuscat
      @lukemuscat  11 месяцев назад +42

      Oh the leech style enemy is a great one. Could have some creative ways to remove it.

    • @psgamer-il2pt
      @psgamer-il2pt 11 месяцев назад +4

      ​@@lukemuscatFor example, maybe silt could kill it, and it would be a sort of trade-off where you would get more oxygen, but you would lose a lot of vision

    • @daskommt
      @daskommt 11 месяцев назад +5

      ​@@lukemuscat I think being able to remove them by cramming through tight spaces and them sort of getting "rubbed off" could be fun.

    • @TiagoTiagoT
      @TiagoTiagoT 11 месяцев назад +5

      @@lukemuscat Maybe a playful octopus that pulls the air hose off your face and you gotta shake it off, with lots of bubbles coming off while it's disconnected?

    • @trilobite3120
      @trilobite3120 10 месяцев назад +1

      ​@@lukemuscatI think it would be cool if this were some kind of organic creature unlike the existing robotic enemy.

  • @DommoDommo
    @DommoDommo 10 месяцев назад +58

    I really really enjoy how you do your dev diaries. They're simple yet really engaging.

  • @theinsomniac7284
    @theinsomniac7284 10 месяцев назад +9

    In regards to the tight squeeze mechanic, I think that something similar to the fossil excavation or traditional lock-picking mechanic found in games like Skyrim could be interesting. Allowing the player to keep moving at their own pace while ensuring the tension of running out of oxygen, having to make slight careful movements in order to get through.

    • @lukemuscat
      @lukemuscat  10 месяцев назад +7

      Yeah I think lock picking style mechanics are potentially a really good fit here!

  • @ThePhoenixSlayer
    @ThePhoenixSlayer 11 месяцев назад +58

    Idea for the Squeeze mechanic and how to get any gold and stuff out, maybe the larger channel connected to the main cave is blocked by some kind of wreck, that can only be pushed open from the inside. Thus forcing the player to do the Squeeze to get to the loot, but to get out you can go through a normally sized channel.

    • @gattos_
      @gattos_ 11 месяцев назад +6

      Was going to suggest the same thing. That way not being able to drag big objects through the squeeze bbecomes a risk/reward mechanic: at the other side of the squeeze there is a lot of goodies, but you can't enter it if you're already dragging a lot of stuff, so you have to plan your path in a dive accordingly.

    • @DBCSG
      @DBCSG 11 месяцев назад

      ​@@gattos_Or maybe the exit is a bubble Column that the player can only exit from the inside

  • @berrycade
    @berrycade 11 месяцев назад +46

    It could be interesting to add artifacts that when analyzed at the surface provide unique perks that can’t be obtained through the store. Ex: you can sense danger, when sea creatures get too close you get a warning. or Ex: you can see exactly how much O2 you have. Perhaps these artifacts could be a reward for exploring tight areas or underwater ruins.

    • @ajaxdossd948
      @ajaxdossd948 10 месяцев назад

      DUES EX IT, TWO PERKS

  • @MaxMen11
    @MaxMen11 10 месяцев назад +7

    You should add some sort of physics to the Guide Line so you have to hook it onto something to keep it away from just falling in depths.

  • @banditodog
    @banditodog 9 месяцев назад +2

    Maybe the sprint feature could be a torpedo-thing that pulls you BEHIND it!

  • @madmanmax120
    @madmanmax120 11 месяцев назад +45

    If you're going to do another video with taking viewer suggestions, I have a whole bunch!
    - The silt overlay should move/shift around/morph as you move around. It feels like somebody just left some dirt on the lense of whoever is watching this diver swim around.
    - Have some fish/other creature that you can find which will lead to you nearby treasure, kinda like the fairies from Terraria. Maybe you could even have an upgrade where you get your own personal 'Sparx' from Spyro who can point you towards treasure in a similar manner. Besides, everybody likes a cute, small thing to contrast with all the big scary stuff you're surrounded with!
    - To take some inspiration from Dome Keeper, you could have a timed aspect to the game, like "collect as much treasure as you can before the caves collapse" or something. That of course depends on what sort of game loop you were looking for.
    - If you're getting attacked/in a situation that would be deemed "panic worthy", your diver could use up more oxygen.
    - There isn't a minimap, but you still would have a vague idea of where the areas you've already explored would be. Perhaps similar to how maps get greyed out in RTS games when you don't have line of sight on a particular spot, you could have vague grey outlines of the caves you've explored already. For extra atmosphere, make them get blurry and fade away the longer you haven't been back there. Maybe spots that you retreat could also fade away slower as you "build up a stronger memory" of that area?
    - I think to counteract the people who "wanted to go faster", you could have a quick "dash/swim" ability which could use up more oxygen (and is totally not also copied from a hidden indie game that was mentioned this video).
    - And if things are supposed to get spooky, then you gotta get some Lovecraftian-hallucinations sprinkled in there. Funny tentacles and weird creatures at the edge of your vision that only appear briefly are a must!

    • @itstom4049
      @itstom4049 10 месяцев назад +1

      What a beautiful comment. You definitely have some good game sense

    • @SharyK-_0
      @SharyK-_0 10 месяцев назад +1

      Hope he sees it, great ideas

  • @Cosmixthegoober_
    @Cosmixthegoober_ 11 месяцев назад +159

    If you do another video like this maybe you can add underwater ruins/sunken ships? Also I got a lot of respect for you because game dev is hard. EDIT: maybe you could also add more customization for the diver, like being able to change the color of the suit of something

    • @lukemuscat
      @lukemuscat  11 месяцев назад +69

      Currently re-writing the procedural generator to make it work with larger set pieces like ruins and sunken ships :)

    • @Cosmixthegoober_
      @Cosmixthegoober_ 11 месяцев назад +5

      @@lukemuscat thanks for replying!

    • @Cosmixthegoober_
      @Cosmixthegoober_ 11 месяцев назад +1

      @@jas7256 yeah

    • @friedrichhayek4862
      @friedrichhayek4862 11 месяцев назад +1

      @@lukemuscat Maybe wave function collapse

    • @berrycade
      @berrycade 11 месяцев назад +4

      @@lukemuscat If your already rewriting the procedural generator to allow for larger set pieces then your could make the “squeeze sections” be structures that blend with the natural terrain

  • @lorderu1
    @lorderu1 10 месяцев назад +5

    Try making the tight fit areas like a maze with "fog of war". Easy to move around, but stressfull if you get lost

  • @pineapple4722
    @pineapple4722 10 месяцев назад +1

    You could also make the line (that helps you find your way out) have a limited length and as it hits the max length it’s starts dragging the line with it being able to get more lost for not paying attention.

  • @GrumbulonCelery
    @GrumbulonCelery 11 месяцев назад +19

    Perhaps adding some form of endgame that involves/explains the presence of the enemies would be pretty neat. Also great job with the game so far, it looks really fun!

  • @stdm7964
    @stdm7964 11 месяцев назад +52

    Love seeing the way you develop your ideas. Your open-minded approach to each idea allows for some really cool developments!

    • @lukemuscat
      @lukemuscat  11 месяцев назад +25

      Thank you so much! Other than just wanting to entertain, I really am trying to (stealth) show people the design process. which I think can be misunderstood.

  • @W0terB0tle
    @W0terB0tle 6 месяцев назад +2

    An idea for the smaller cave tunnels would be having them be quicker ways to lead to areas with big main tunnels. That way they can be used to quickly get somewhere at the start but still allowing for the player to take a bunch of items through main tunnel.

  • @dimas7204
    @dimas7204 10 месяцев назад +4

    I can really tell your a designer. I feel like your just so good at analysing problems and solutions and why they work or don't work. You have earned so much of my respect after your previous video and I think you really deserve all the praise. Keep it up ❤

  • @DecoyZ
    @DecoyZ 11 месяцев назад +20

    It's probably too much work, but something I love most of all in games is terrain variation
    Imagine that as you went down, the type of cave it is changes
    Maybe there's a set of biomes you can randomly get that changes how you play
    A cave biome with bioluminescant plants that's much more open but maybe has more enemies as life can thrive better
    Or maybe a very muddy cave with chunk of the terrain able to break off and cause temporary cave ins
    Or what about a crystal cave, it has lots of cool loot in the form of crystals. But no chests and if you touch the walls you get cut and maybe lose oxygen.
    A biome with currents? I remember hearing of an underwater cave near me that had a strange area that connected to a river so it had currents underground
    Imagine getting swept away in such murky and dark waters
    Definitely too much work, but it would be really cool

    • @lukemuscat
      @lukemuscat  11 месяцев назад +10

      I can just roll out another montage and all that work will be done in like 60 seconds :D
      But seriously I love this and it's something I am aiming to do in at least some capacity!

    • @DecoyZ
      @DecoyZ 11 месяцев назад +3

      @@lukemuscat that's awesome! I look forward to seeing any ideas you bring to life!
      And yeah, we all know all it takes to make a game is a catchy song, a headband and some older mentor figure who stands in the background nodding or shaking their head in the montage
      And boom, a whole game finished

    • @trilobite3120
      @trilobite3120 10 месяцев назад

      I personally don't like the plant idea that much. Caves have very interesting and unique life, especially underwater caves, but you won't find plants there (because of the lack of sunlight). I feel like underwater cave creatures deserve more recognition and plants would kind of distract from that. But that's just my personal taste, and it isn't a 100% realistic game so it would be fine.

  • @raininglaser5695
    @raininglaser5695 11 месяцев назад +36

    I feel like an enemy that spawns occasionally in the silt would be a cool idea. It could make it so that being near silt is dangerous, even if you aren't actively touching it. Especially if this enemy would disorient you.

  • @SeanStClair-cr9jl
    @SeanStClair-cr9jl 10 месяцев назад +12

    So awesome to see your process, it really feels like you're a real artist developing your craft, the way you're committing to this sketch and being both so cognizant and also almost "detached" from it. (As in, of course you are committed and interested in this project, but that hasn't prevented you from being very destructive and dynamic with it as well, which I'm sure in all your experience is crucial to actually turning whatever you've started with into something REALLY good, something that actually resonates with you and other players).
    When you mentioned Jetpack Joyride again (and oh, how can I forget Fruit Ninja? how can you forget it! haha.) I consider how... arbitrary? In a way, that game was. I mean, there's nothing inherently obvious about a jetpack or any of the mechanics you've implemented. And I'm saying this not to dis it, but to like, kind of shake myself into realizing - oh YEAH!! There was nothing "obvious" about these design choices, and yet they WERE so thoughtful, so considerate, that the result absolutely *felt* like it was. A game that had to be made, you know? Same as Fruit Ninja - there is nothing granted about that concept nor (really especially) it's gorgeously effective execution. And this, too. This diving game is shaping up to be such a thoughtful and considerate design that it's suddenly hitting that phase of just seeming... obvious? You know - "of course this game loop works!" kind of thing. Haha I don't know if I'm getting across, but.
    I'm very excited and inspired to see this development process. The vibes I'm getting from these videos are... you're someone who is so single-handedly capable at all of these different jobs you assign yourself, that there is some other work environment in which your creativity and experimentation could be even less inhibited by the fact that you also have to balance everything else. I mean, you're familiar with the marketing of these games, the font design of their title screens, you know how to make a multiplayer game, you know how to record and edit these really compelling videos... I see so much care in all of it, too, so I wouldn't suggest you don't enjoy it. Anyway, officially rambling for 3 paragraphs so I'll call it quits. But I can't wait for your next hit game! Haha. No pressure.

    • @GunsAndAmmo3
      @GunsAndAmmo3 10 месяцев назад

      Idk maybe because he IS an artist??

    • @SeanStClair-cr9jl
      @SeanStClair-cr9jl 10 месяцев назад +2

      @@GunsAndAmmo3 ? Yeah, agreed lol

  • @Jari_FenixEXP
    @Jari_FenixEXP 10 месяцев назад

    Adding comment suggestions for my game as well for the first time currently so this video was great inspiration! Game looks awesome, keep up the good work!

  • @JamesThompson-zu3bq
    @JamesThompson-zu3bq 11 месяцев назад +34

    if you do manage to make a squeeze tunnel that feels good to play a way that I think would be interesting to connect it to the rest of the cave is to have destructible walls. You could use a meteoidvania type of thing where there's a wall that you can only break from the inside of the room after you go through the tight squeeze and that way you can easily bring back all the treasure with you.

  • @kayag8
    @kayag8 11 месяцев назад +28

    You have quickly become one of my favorite youtubers, I can see all the effort you put into these videos. Keep up the good work.

  • @rickycky1332
    @rickycky1332 10 месяцев назад +1

    I think that for the narrow tunnels, you could make it so that once you've passed the tunnel, you can explode a breakable wall with TNT or dynamite to make it easier to explore, so that it opens up a new passage for a zone.

  • @goooat9352
    @goooat9352 11 месяцев назад +17

    I've played a bit of the older version of the playtest, and it was great! I of course have a couple of suggestions.
    1. The current way the map generates there are a lot of straight walls and corners, which makes it easier to tell which way is one of the cardinal directions, and I don't think that would be something you want to be easier to figure out. I know you're planning on revamping the map generation later, so just keep it in mind.
    2. You could have the camera slowly spin when you're under the surface. It would be less nauseating than the camera being fixed to the direction the player is facing, while still making it easier to get lost the deeper you go.
    These probably have already been suggested, but i hope they still help!

  • @starrocks_
    @starrocks_ 11 месяцев назад +6

    you can add change in fov when player is sprinting. And you can put some tasks like among us like fixing something lost in ocean and using it, it will help in multiplayer too

    • @lukemuscat
      @lukemuscat  11 месяцев назад +6

      Oh the FOV change on sprint is so easy and smart. I'm going to add that for sure.

  • @bearony2082
    @bearony2082 10 месяцев назад +1

    this reminds me alot of dome keeper with the way you drag different currencies to the top to buy upgrades!

  • @Dqlz
    @Dqlz 10 месяцев назад +6

    When you sprint oxygen should deplete faster. also if u get stuck in thight spaces there should be a wiggle mode or something like that I thought of Q and E but those are already in use maybe you can change it to drop with RMB and change color if you press TAB. also when stuck maybe add something that causes the diver to go into panic mode and the player must complete some sort of puzzle to make the diver calm again and not burn oxygen too fast. these were some ideas I had might as well share it :)

  • @YaM8Kraken
    @YaM8Kraken 11 месяцев назад +9

    Truly a fantastic idea.
    Though painful as it sounds, I think you experimenting on certain things based on the feedbacks can give you the reputational lead in terms of both being a one man army and a very attentive and reliable game dev than those in some...big multimillionaire AAA title companies.😂
    The work you've done so far has stacked up so well that I'm sold! Can't wait to see other content on your channel as well sir!
    THANK YOU!!!😁👍

  • @acobaltstar4665
    @acobaltstar4665 11 месяцев назад +6

    I know this is going to be a success! Especially as a Mobile Game . But can u make it like a seperate goal in the game where there is a randomly spawned "Anchor" or "Ancient Trident" in a very deep part, so not only is it a game for finding things, but it also works as kind of like a maze

  • @European.maps_
    @European.maps_ 10 месяцев назад +1

    for the tight spaces i would make like the items connect to the item that was picked up before and they would go the same exact path as the players path

  • @GermiesCoasterYard
    @GermiesCoasterYard 10 месяцев назад

    Excited to see where you take this. It's looking really cool so far! Can't wait to play!

  • @artourito
    @artourito 11 месяцев назад +7

    I have a few ideas : first, a rope attached to a little floating platform that u can tie (with limited lenght ) to a surface underwater, and then put items on it so it gets pulled to the surface, like some sort of way to get inventory emptied faster to make the physical objects mechanic less of a penalty. It would be expensive to help more experienced divers ( that went deeper in the exploration) and that can afford it.
    Then, some biome variety with underground volcanos, kelp forests and ruins. Amongst those ruins could be a portal that gets you somewhere else on the map, way deeper or just to somewhere u can fight a mini boss.
    That leads to my 3rd idea, a fight progression system where the deeper u get, the closer you get to the big fish, final boss, going through multiple mini boss (or not ) that give you power ups to kill the boss. Killing the final boss wouldnt be the end, but would unlock something the player would really desire like a second shop for automated ressource gathering, or a teleportation ring ( would need serious nerf to not be game breaking) etc...
    This way, it isnt necessary to go for the monster hunting way, but a nice alternative to the "dive find buy" cycle for advanced players that know the game well. It would also make exploring deeper more challenging, and bring a whole another level of choice making.
    (I liked ur ui btw 😔)

  • @isacg799
    @isacg799 11 месяцев назад +8

    you should add more details on the map like other dead divers and random junk. adds more to the experience. The game looks great!

  • @TheOrangeCuber
    @TheOrangeCuber 10 месяцев назад +1

    bro, sprint using oxygen literally makes the most sense ever, i’m not sure if it’s best from a gameplay standpoint, but it can definitely be tested. your body uses more oxygen when exerting more energy so depleting oxygen faster when the player wants to sprint makes sense.

  • @eboatwright_
    @eboatwright_ 10 месяцев назад +3

    This looks amazing! I love the physical item approach

  • @Tay10rd
    @Tay10rd 11 месяцев назад +3

    Cant wait for: Feed the Deep Together!

  • @Elitempesta
    @Elitempesta 11 месяцев назад +3

    For the tight parts where you need to squeeze, to bring stuff through it you could make a shop upgrade that makes items you pick up attach one to another, so basically you get an item and it attaches to you, then you get a second one and instead of attaching to you it attaches to the first item, and then the third one to the second until you reach the limit and the next item you pick up gets attached to you again, this way they could fit it smaller tunnels being like a chain

  • @arturmntr
    @arturmntr 11 месяцев назад +1

    I really like that you actually tried to add the best fitting suggestions to the game but only kept what worked best. Can't wait to finally try it out. For one bit of feedback though, I feel like the silt covering the entire screen, including the diver, may be a little immersion breaking, and potentially might even soft lock the player for however long the silt-out lasts. Adding a black silhouette or an outline around the diver when entering the silt could be a really simple solution as players will still be disoriented by having their surroundings obscured by the silt, but will be aware of where the diver is facing in order to find an exit.

    • @arturmntr
      @arturmntr 11 месяцев назад +1

      Also, it would be nice to have different types of silt, to mimic real life scenarios. The first would be triggered by touch, which is already in the game. The second, by getting near it. And the third would be so volatile, that even if sediment wasn't directly stirred, it would trigger a few minutes after the diver passed it. Which means that players could journey deep into the cave without a hitch, but find their route silted out on their way back (kind of like what happened to Xisco Gràcia and his diving partner in Sa Piqueta).

  • @ZackaryQuackary
    @ZackaryQuackary 10 месяцев назад +1

    I have a suggestion or two.
    The deep you go the more expensive the materials get like you could find diamond, but the enemies will also get much stronger so it's like a risk going down there but, you'll be rewarded big for doing it.

  • @tcoder4610
    @tcoder4610 11 месяцев назад +3

    The game looks really good! I would suggest to make it scarier by adding something like sanity. So the more "scared" the player is from the enemies, the lower the sanity. When the sanity is lower, your vision is darkened and it's pulsating (maybe when it's really low) and the screen fades to red. I think it would be a nice mechanic to add even more tension.
    Another suggestion is zooming to the player more in certain situations. You can make the player feel claustrophobic by zooming the camera a lot when in a small passage. This way, you won't have to reinvent the wheel and no changes would be required to the world generation system (maybe).
    You can also make the camera come closer and closer to the player when running out of oxygen, improving the tension even further. That way, the player will panic more since they can see less from the world around them and it would be more stressful to navigate back to the surface.

    • @acobaltstar4665
      @acobaltstar4665 11 месяцев назад +2

      Give this some likes its a really nice idea

  • @Flamsleburger
    @Flamsleburger 11 месяцев назад +5

    I feel like it would be cool to add a monster that acts similar to an angler fish. It's light on it's head can maybe look like something valuable like gold, or another item or currency. It could look blurry from far away, so you'd have to decide whether or not you really think it's gold or something else valuable. I feel like that would be something cool to add, which also makes there more variety between the monsters.

    • @SurprisinglySalty
      @SurprisinglySalty 10 месяцев назад +1

      He needs to see this, sounds like a cool idea!

    • @Flamsleburger
      @Flamsleburger 10 месяцев назад +1

      @@SurprisinglySalty Thanks!

  • @imfinallyhappy
    @imfinallyhappy 9 месяцев назад +2

    You should add biomes like algae forests, a cave biome with very complex but rewarding mazes, a place where there is a lot of enemies but also a lot of treasure, sunken ships and dead divers. Notes from their bodies that works like a map for you to find something hidden maybe like a speargun.

  • @Potatoboii2
    @Potatoboii2 10 месяцев назад +1

    Watching this gave me the idea of exertion, I think that there should be a bigger element of "Trying to balance your actions" and while there is some of that, with the limited sprint and slowing down the more stuff you carry, I'm personally not a fan of extra bars to look at, and you should be able to at least try carrying 10 lumps of gold without slowing to a halt. My idea is that the more intensive the activity you're doing, the faster your oxygen meter goes down. For example: just floating in the same spot would make it go down pretty slowly, but carrying 12 things and sprinting to the surface will make you suffocate much faster. I feel like my idea accurately represents what it'd be like having to rely on an O2 tank, because doing more stuff will make you more exhausted, if that makes sense. Either way I love this game's concept and execution, I can't wait to see it once it releases!

  • @lukeasarts9788
    @lukeasarts9788 11 месяцев назад +9

    If you do continue more with turning or maybe otherwise you could use the O2 tanks to orient yourself by leaking oxygen out making the tank useless but putting some bubbles that go up ?

  • @dogbot55
    @dogbot55 11 месяцев назад +6

    I think if you make the diver multiple pieces that pivot on each other, it would work great for narrow diving. And that way you'll naturally have to manipulate the character with the arrow keys so they don't get stuck instead of a quick time event

  • @jardinepatten
    @jardinepatten 10 месяцев назад

    To allow the player to squeeze a larger item through a tighter passage, you could have it so you attach more of your cables to the item and it makes it smaller. So if you attach one line to a chest, it doesn't change it; two lines will make it 5% smaller or something; more lines in all will make it smaller still. This way you have the ability to get those larger items through a tighter passage, but you sacrifice the ability to carry more items with you because the item is needing these to pull it. Could also be used to carry heavier items, so each item has a weight to it that needs more lines attached. This again allows it so you have to sacrifice space for value.

  • @charlescharliecharles1
    @charlescharliecharles1 10 месяцев назад +1

    This channel is really underrated man, thanks alot. I want to be a game developer someday and this is really interesting, the game looks really cool too. Keep going!

  • @codemassi
    @codemassi 11 месяцев назад +3

    I think you should implement a one use drilling item or bomb similar to what you suggested. It could let the player create their own paths and shortcuts, and also let you keep the narrow tunnels.

    • @lukemuscat
      @lukemuscat  11 месяцев назад +3

      Yeah I am planning on experimenting with this! Right now the way the level is generated its insanely slow to destroy tiles (because of how the collisions and shadow casters work), but I am working on a bunch of stuff right now that will hopefully leave that open as an option in the future :)

  • @Jakey4543
    @Jakey4543 10 месяцев назад +32

    you should add a sonar upgrade similar to subnauticas, this would be useful if your going through a really silty area.

    • @leiffff
      @leiffff 10 месяцев назад +3

      Maybe like a sonar/light bomb, where it briefly lights up/lines/whatevers the paths around while in a dark or silty area… like how a lidar paints the walls maybe?

    • @Jakey4543
      @Jakey4543 10 месяцев назад

      @@leiffff yeah thats a better idea than mine

  • @jakedev7363
    @jakedev7363 10 месяцев назад

    Awesome video! Your videos and games are inspirational and motivate me to keep on working on my own game. Can’t wait for the next upload

  • @necroseus
    @necroseus 10 месяцев назад +1

    This type of game is right up my alley. I will play this, absolutely!!! Really good work, I'm super happy to see this sort of community interaction from a seasoned designer! Great stuff, dude! Great stuff :)

  • @higercharte2509
    @higercharte2509 11 месяцев назад +10

    You could make a drawing system for the player to develop its own map, so it can better remember where things are

    • @flamesinfinity
      @flamesinfinity 10 месяцев назад +1

      yes but maybe make it a custom game mode

  • @HeisenbergFam
    @HeisenbergFam 11 месяцев назад +62

    Luke gives the vibe of an innocent side character of a show who ends up being master manipulator behind everything

    • @florianneacosta987
      @florianneacosta987 11 месяцев назад +1

      Hey man. 🗿

    • @-HeisenbergFam
      @-HeisenbergFam 11 месяцев назад +3

      why are you everywhere? tf?

    • @tuanmemes
      @tuanmemes 11 месяцев назад

      ​@@-HeisenbergFam because he's Heisenberg

    • @-HeisenbergFam
      @-HeisenbergFam 11 месяцев назад

      @@tuanmemes tru

    • @_SparkHere
      @_SparkHere 11 месяцев назад

      Heisenberg is everywhere except my YT channel :(

  • @VoidBaroness
    @VoidBaroness 10 месяцев назад +1

    Multiplayer would be INSANE. looks like a ton of fun and I could see myself just messing about with friends on stream or something. Can't wait for it to come out, definitely adding to my wishlist

  • @AlexStrook
    @AlexStrook 10 месяцев назад

    I love hearing your design process! Great video once again!

  • @jevilreformed
    @jevilreformed 11 месяцев назад +3

    Very cool.

  • @ThatTrueCJ201
    @ThatTrueCJ201 10 месяцев назад +7

    For late game content, i think it could be really cool to have a submarine. Mabey it can be crafted from parts that are scattered throughout each the depth of the caves.

    • @GaloonLoon
      @GaloonLoon 10 месяцев назад +1

      Make the titan sub

    • @jc-px8ox
      @jc-px8ox 10 месяцев назад

      yes especially because the gamer already has the controller

  • @average_potato_man
    @average_potato_man 10 месяцев назад +1

    Might be cool if you add an anglerfish that camouflage as an item that live in the deepest caves and start chasing the player if he get to close

  • @profreshinal6418
    @profreshinal6418 10 месяцев назад +1

    I’m probably a bit late but here’s some ideas.
    - Hidden Caves!
    Occasionally generate unreachable caves that hold a lot of valuables, and require people to unlock a way in, like explosives that you can find around the deep. This could tease the player by making them have an extra goal to constantly have in the back of their head.
    - Oxygen Tank Damage!
    When hit by the discombobulating enemies, they could perhaps damage your oxygen tank so that backup oxygen tanks won’t allow you to survive forever down in the deep.
    Damage should be healed when back at the top, and damage could also be done in other ways.
    - Floral Plethora!
    I think that adding a lot of different plants with different rarities could spice and color up the deep a bit.
    You could also pick up some of the flora and bring them back to the surface to make a fun collectible.
    - Tricky (Enemies?)
    Adding a few things to mess up and confuse the diver like occasionally moving guidelines when they’re off your screen, or shattering glowsticks and oxygen tanks.
    They could be put in as enemies or just as random events, making people think on their feet adds fear and excitement!
    - Pressure Vaults!
    Spawn small safes around the top of the deep, that need to be cracked open by going a certain depth and using the pressure, this would give extra incentive to go even deeper and face scarier parts of the deep.
    - Tethers!
    Add a new item to the shop which is a tether that can anchor to any physical surface and attaches a (certain length) rope to you which follows you as you venture through the deep.
    Once you wish, you can attach the end of the tether to a surface and then attach items to the tether which will be tethered back to the origin point of the Tether. You can also ride on the Tether, but be careful, as the Tether can break with every object and ride, and the chance increases the lower you get.

  • @Gort_theSerf
    @Gort_theSerf 11 месяцев назад +2

    You can keep the turning mode, to make it easier, you can add a compass that tells you where is north

    • @galador8089
      @galador8089 11 месяцев назад

      That’s too easy in my opinion

    • @rogacz935
      @rogacz935 11 месяцев назад

      you can orientate yourself by the direction of the bubbles

  • @robbyplummer9414
    @robbyplummer9414 11 месяцев назад +4

    I play behind ninja

  • @mrOverYeff
    @mrOverYeff 10 месяцев назад +1

    You can use tight tunnels to get the player be able to look at loot while not yet being able to take it oit. This will enforce there wish to explore other ways and overcome whatever chalanges are on the other way.

  • @LordTharon
    @LordTharon 10 месяцев назад +1

    Just a thought regarding the small caves, you could make that as a more difficult part of the game. Lets say for example, in the beginning of the game it's large caves, you get some gold here and there which allows for upgrades. Maybe one of the upgrades is a way to haul the gold to the surface, like a bag that's attached to the side of the character, or something that can be taken down to the small caves and you transfer the gold to. In addition to this idea, lets say there are wooden crates, or some form of obstacle, maybe you can obtain a melee/ranged weapon to break open/through said objects to obtain gold or possibly other things (Mystery items (Lore items, hidden upgrades, etc).

  • @QUBIQUBED
    @QUBIQUBED 11 месяцев назад +3

    Suggestion:
    1. Shop - Make a medium sized selection of normal items appear randomly in the shop every time you come back from a dive that is longer than 5 minutes
    2. Chest - Daily/Weekly chests sell rare and special/exclusive items for a higher cost (this is a final game sort of thing)
    3. Enemy - Add a Vampire Squid that adds a vignette to your screen, the more Vampire Squid Ink that is applied onto you, the more intense the vignette becomes, it also makes the game have a ugly yellow tint after too much ink. You get rid of this ink the higher you go, and it all washes off at the surface.

    • @QUBIQUBED
      @QUBIQUBED 11 месяцев назад

      Shop Suggestion: make a sellable map of the cave in the weekly/daily shop that's really expensive but can map out locations (colorless) when you tug it along in locations, it's pretty heavy though

  • @QUBIQUBED
    @QUBIQUBED 11 месяцев назад +5

    It'd be cool if the spinning feature was the same, but reeaaaallly slow. So that it's disorienting after a long time, but not a big problem at the beginning

  • @ifreaku
    @ifreaku 10 месяцев назад +1

    He took the phrase "We don't fix bugs, we make it a feature" too seriously!

  • @MaxTheMiner1
    @MaxTheMiner1 10 месяцев назад

    Absolutely fantastic video as always! So great to see you so close to hitting 100k subs so quick. I’m sure you’re going to explode sooner or later, so best of luck and don’t get disorientated and run out of oxygen as you said in the video.

  • @QuantumGeckoGuy
    @QuantumGeckoGuy 10 месяцев назад

    when I saw the idea title "The Squeeze", I first thought it was referring to a phenomenon known as the squeeze that could occur with early diving suits that were connected to the surface for air supply. The squeeze would occur when surface pumps failed. Then, the diver would be sucked up through the tube connecting to the surface air supply, leaving just some bones and skin in the suit.

  • @ycarocomi9468
    @ycarocomi9468 10 месяцев назад +1

    You know the minecraft cave noises? you should add that to the game, thalassophoia is basically the fear of not knowing what is under the sea, so maybe you can add a creature that makes that sounds, and, the closer you, the player, gets to it, the louder and clearer the sounds become, at some point its all you can hear, maybe you need slip past him unnoticed to get to a different place with new upgrades and monsters, isk, but if it catches you, you go back to the surfice with less O2 capacity and all, or a big part, of your money lost. Also the further down the player go, more the music starts to fade in into a deep sea sound ( of course the game would need music, normal at the top, slow at the bottom) it would pair well with the new light engine.
    Also on the tiny hole problem, maybe instead of a bean, the players hit box could be segmented, kinda like a worm so it move as you move, thus not getting stop in a annoying way, it woul make it more stressful in my opinion.
    **BUT** I never made a game so I dont know if it would even be possible to add those things, also sorry for the bad english, I'am brazillian and never got to learn english to well, also being dislexic dont help lol.

  • @hometimemayhem928
    @hometimemayhem928 10 месяцев назад +1

    A good way to make the squeeze is to add an upgrade that allows you to mine "clay", and make a tight clay padding around a wider tunnel, thus giving a metroid-vania style way to get it, while also not being *too* open, so you can only get things out 1-3 gold or 1 chest per trip

  • @kingfisherc9608
    @kingfisherc9608 10 месяцев назад +1

    Add more enemy types! You have one that rotates you, what about one that drags you down into the caves or one that puts a hole in your o2 tank

  • @justaperson1023
    @justaperson1023 10 месяцев назад

    An idea that I would love is a gap/large cave where there is little amount of things but it is extremely dark to help set a mood of fear and an "endless" emptiness. But then after a while, the normal caves start again.

  • @Bergdoogen
    @Bergdoogen 10 месяцев назад +1

    With the silt, I don't know if this is just the way it feels from watching, but it doesn't feel immersive enough. The overlay almost takes you away from that feeling the silt gives. When diving in real life, you can't see very far because the silt is reflecting/absorbing all of your light, so all that is lit up is a very short distance in front of you. The silt in game should maybe just show some semblance of light coming from the player and only reveal small portions of the environment when the diver is right next to, and facing, it. Overall, I am really loving the way this game is looking so far and really hope I can playtest it!

  • @durple9580
    @durple9580 10 месяцев назад +1

    Idea about the rotating camera thing. What if when you are at the top of the water your right side up, but when you go under the camera flips upside down and stays like that so it feels more like your dropping down.

  • @qaassimmahmood548
    @qaassimmahmood548 10 месяцев назад +1

    Add some scary sounds like Minecraft caves and a battery for your light. So everytime you run out of the battery you can either replace it or have to use ambient lighting to go back up or something. And maybe add some ancient ruins or something

  • @Itaru1342
    @Itaru1342 9 месяцев назад +1

    Man this seems so cool. Keep up the good work!

  • @catperson2884
    @catperson2884 10 месяцев назад +2

    I believe I have a solution to your “The Squeeze” dilemma. I’ve just seen your climbing game video, where you mention the concept of having to drag different body parts and apply varying amounts of force to the limbs. This seems like a great mechanic to implement for tight tunnel navigation, as it still feels intuitive and leaves room for creativity and problem solving. (I cant see if anyone has suggested this yet but in case they haven’t, have this). Anyway I hope you come back to try this because it would be really cool to see

  • @Chorutowo
    @Chorutowo 10 месяцев назад +1

    Idea: There should an enemy that exists in the world like a trap, where its nothing at first until the player interacts with it, or go over it. Something like a crab, or eel that hides but is barley visible. Hopefully It'll keep the player on the lookout at all times and feel like the world is more alive. Maybe when you alert it will drain your oxygen, or kick off your mask. I've dived before and having your mask be kicked off is really terrifying, maybe it will cloud most of your vision and you'll have to scramble to spot it or a light.
    One more thing, I dont see sound utilized that much! As you get deeper it gets less ambient, but all the sounds get individually louder. Maybe a mob that reverses your sound inputs could be another disorientating thing!

  • @realbef
    @realbef 10 месяцев назад +2

    bro this dude made my whole childhood

  • @lyven9872
    @lyven9872 10 месяцев назад

    A suggestion i have for the squeeze is to add some sort of conveyor or tube-like building as a purchasable / rare find or artifact-like item. The player can drag the building, allowing them to essentially siphon out the gold by placing it on the input. This also works nicely for longer games where going up and down constantly can begin to feel like a chore.
    Lastly, for a more risk vs reward feature, the item’s way of being “powered” for a limited amount of time is via feeding it with oxygen. That way, the item isnt instantly just a free shortcut to getting stuff here and there, but more of a risk vs reward where you can potentially get rich quicker or risk death

  • @kitemanenthusiast
    @kitemanenthusiast 9 месяцев назад

    I think things occasionally appearing in the background like the glowing eyes of a monster or even signs that other divers were there before you, ruins, smaller caves with loot inside that you can enter and maybe even a hole letting you see the ocean there's alot you can do with this concept.

  • @MBSfilms77
    @MBSfilms77 10 месяцев назад +1

    6:55 I have an idea, so in real life when diving for tresure or something they have these yellow balloons and they inflate to carry heavy objects to the surface so maybe the balloons could take stuff that is in small spaces back.

  • @ActionScripter
    @ActionScripter 10 месяцев назад

    Props for turning viewer suggestions into a fun video. In my experience RUclips dev backseating is so overwhelmingly bad/redundant that I usually regret even reading the comments at all.

  • @masterpiece1817
    @masterpiece1817 10 месяцев назад +1

    Game Suggestions/Ideas/I think you should add/this would be cool
    What about a harmless little fish that will try to steal your gold?
    Or an angler fish creature with a lure that looks like the new purple currency!

  • @leiffff
    @leiffff 10 месяцев назад +1

    I think part of what makes physics type games so fun is the manual labor and critical thinking of “How am I going to get here” and those funny moments of messing up and missing a turn or not being able to do something in a “haha” way, especially with friends…

  • @user-yw8he9ct8b
    @user-yw8he9ct8b 10 месяцев назад +1

    Great game! About squeezing ( 10:37 ) through the gaps I think it would be great to have the arrows as a part of the background with some dust and as get near you clean them in some way to see where are you going. Or the dust could be burnt by the flashlight.

  • @1-North-1
    @1-North-1 10 месяцев назад +1

    This suggestion involves the sprint kinda.
    I think you should have a specific shop where you can buy upgrades for your gear and gadgets like fins which increase movement speed by 25%
    dive suits that let you go lower into the ground
    An exoskeleton that moved the rocks considering how a huge rock is moved by a small diver (or just make the diver insanely buff) or a drill to make it smaller then you can push it.

  • @maxdezanet5800
    @maxdezanet5800 4 месяца назад

    you could also create a story around it, with for example creatures you can talk to, do missions for or bots that help you do certain things