6 months of work on my cave diving game

Поделиться
HTML-код
  • Опубликовано: 29 сен 2024

Комментарии • 314

  • @upwiththecure1448
    @upwiththecure1448 3 месяца назад +295

    gbh I am not too sure about health. I'd really love to see enemies puncture ur airtank so u run out of air faster or enemies just suck out ur air in some way. I think making oxygen not only function as a timer but also the "health" opens up more interesting situations where u can make decisions on if its worth going past an enemie and risking less oxygen or not. With basic health it would just be:"I go past it and maybe I die, maybe I dont" wich is less interesting imo. Then again, I am no designer in any way and I trust the game will turn out great! The Demo was a blast to play!

    • @Clinkety
      @Clinkety 3 месяца назад +20

      That does sound interesting! It sounds like a nicer design as it solves multiple design problems and really highlights oxygen management as one of the core mechanics. However, it might have unforeseen consequences but that is something that Luke has to judge for himself. I hope he reads this and considers your suggestion.
      If I were to design a game like this, I'd probably go all in on this mechanic and make the game more of a survival-horror. Combine that with Spelunky-esque exploration and systemic design (like picking up a rock to trigger an attack of an enemy so you can go past it) and you got yourself a nice little game.

    • @cyberfinity8754
      @cyberfinity8754 3 месяца назад +4

      Another option I like the idea of would be that it actually wounds you and slows you down, possibly forcing you to drop treasure in order to be able to get back up

    • @fundaez1250
      @fundaez1250 3 месяца назад +3

      This is what makes Dave the diver cool for me! I love oxygen is synonymous with health

    • @lukemuscat
      @lukemuscat  3 месяца назад +41

      Yep totally fair! It's been an interesting design problem to try and solve for. There are enemies later in the game that specifically only reduce air, but the main issue is that the "air refill" is this unlimited resource, so it's difficult to give consequences that extend beyond a single dive. And I'm glad you enjoyed the demo!!

    • @lukemuscat
      @lukemuscat  3 месяца назад +32

      Yep I 100% read and consider pretty much all suggestions! Where the game turned out and how I thought it was going to initially be has definitely shifted around a little as time has gone on. It's always been a "this is the kinda vibe but how we do it I'm not sure" title, where as some of my smaller games have been laser focussed. Hopefully next game after this will be a bit smaller and more contained, haha.

  • @phillipsmith5234
    @phillipsmith5234 3 месяца назад +17

    The fish being able to clip through the wall, kind of removes some immersion, as it makes it feel open and less claustrophobic.

  • @fifigaming8787
    @fifigaming8787 3 месяца назад +1

    11:22 This gradient trick is awesome.

  • @AG-tl8oq
    @AG-tl8oq 3 месяца назад +36

    Maybe you could add a crab to the game?🦀🥺

    • @lukemuscat
      @lukemuscat  3 месяца назад +28

      Holy heck I literally didn't think of this the whole time and I have no idea why it didn't occur to me, hahaha. To be clear this is not sarcasm, it literally just escaped my mind this whole time. Will try and squeeze it in!

    • @JJ-xt2dq
      @JJ-xt2dq 3 месяца назад +4

      This is the best suggestion ive seen 🦀

    • @BantheDan
      @BantheDan 3 месяца назад

      What about a hermit crab. You could have some cone shaped shells that are lore and you can drag them up, but some have a crab hidden under and they pop out and attack you.

    • @AG-tl8oq
      @AG-tl8oq 2 месяца назад

      That makes sense!​@@BantheDan

    • @AG-tl8oq
      @AG-tl8oq 2 месяца назад

      ​@@lukemuscatyippee!🥳🤩

  • @realdlps
    @realdlps 3 месяца назад +1

    It's hard to believe it's been over a year since your started development on feed the deep, it feels like it has been maybe 6 months. Time really does fly

  • @zMarsIsCool
    @zMarsIsCool 3 месяца назад

    Adding an octupus that will cover your screen in blank ink for a few seconds would be pretty cool!

  • @Snakerats4fun
    @Snakerats4fun 3 месяца назад

    When you said spiders I was thinking of an enemy like the tentacle enemy, but it would walk on the walls of the cave, similar to a different game.

  • @boi8214
    @boi8214 3 месяца назад +1

    You should add a fishing spear gun, as like a powerful one hit weapon
    You should also add an arcade mode, which is procedurally generated, with no saves

  • @boi8214
    @boi8214 3 месяца назад +1

    I played the demo, its super fun

  • @BarneyCodes
    @BarneyCodes 3 месяца назад +1

    Great video as always mate! The game is looking so good!

  • @BrenZart
    @BrenZart 3 месяца назад +1

    my mouse is the same and tbh it looks weird but i love it, most comfortable mouse ive ever used tbh

    • @hamizannaruto
      @hamizannaruto 3 месяца назад +1

      A vertical mouse is something I should try. Look very comfortable

  • @traktor321
    @traktor321 3 месяца назад

    Mashup of dave the diver and that mining game when u collect mats to surface, the dome something

  • @CreatureMind
    @CreatureMind 3 месяца назад

    Great progress as usual, I loveeed the tiny minigames that's super cool man so creative.
    Also I think if you already added fish to the game, if you still haven't added friendly glowing fishes that can swim in random places in the cave and some times "show" or uncover new places that you have might have missed because of a "dead end" or show you close by enemy that you might have missed because of the lack of light deep down that's can be very helpful.
    And maybe just maybe add a sea weed mechanic that can randomly spawn in the world that can be used as a "hiding place" from enemies.
    Last thing, it's maybe an unpopular opinion but I think the logo of the game doesn't fit the style of the UI and the general feel of the game. everything is "flat 2D" and the logo is a bit 3Dish and it feels out of place.
    Thanks!

    • @lukemuscat
      @lukemuscat  3 месяца назад

      Oh having some bioluminescent glowing fish is a great idea and would be so simple! And yeah good feedback on the logo. I drew that so long ago that it has kind of fallen behind the rest of the game. So difficult to keep up with everything, haha.

  • @LingsKazemiro
    @LingsKazemiro 3 месяца назад +2

    that is the most 90s mouse i've seen since.....well..... the 90s!

  • @mrfrog0913
    @mrfrog0913 3 месяца назад +1

    Hey, I think instsad of health you could have oxygen, you don't lose oxygen on hit. But the enemys could have different ways of disorientating the player, one could make the player drop their flashlight and make them pick it up so they get lost chasing the flashlight, the flashlight should leave a trail of bubbles or somthing too. So it isn't tedious to swim in the dark. You could add some oxygen upgrades for the players who want to go slow.
    *Or another idea:* instead of oxygen you have power which drains as the player swims so you can move slowly, without getting deaded from extreme oxygen deprivation related brain damage.

  • @Dartify
    @Dartify 3 месяца назад

    this was my first wishlist on stele EVER!

  • @turquoise7817
    @turquoise7817 3 месяца назад

    Played the demo and it's fantastic! I particularly loved the ending sequence (reminded me of outer wilds) and the music is great. I did notice a small typo (one of the notes (about taylor swift) says "a steenagers" instead of "as teenagers") and I found it weird that getting an upgrade from a chest/perk sphere (forgor what they're called) didn't really have proper visual feedback. Maybe this is just me but I would like a clearer show of upgrades instead of the bars just quietly getting longer (a small animation, some sparks flying or something). also, the "get a score of 77 in MGJP" challenge made no sense to me lol. what's MGJP? where is score being tracked?
    anyhow, great stuff for a demo and i can't wait to see what you'll continue to cook dude

  • @boi8214
    @boi8214 3 месяца назад +1

    I found a bug where the power up that lets you not use oxygen doesn’t work in the mini games

    • @lukemuscat
      @lukemuscat  3 месяца назад

      Oh interesting! I'll have to look into that one, I suspect I know what is causing it. Thanks for letting me know!

  • @smoney0
    @smoney0 3 месяца назад

    FINALLY I ALWAYS CHECK FOR A NEW VID FINALY

  • @BeardBarians
    @BeardBarians 3 месяца назад

    How did you manage to make the water effect at the top?

  • @comebackguy8892
    @comebackguy8892 3 месяца назад

    What if instead of the player taking damage, his heart rate goes up, making him lose oxygen at a faster rate? I don't know, might to complicated of a mechanic.

  • @pr4shantishere
    @pr4shantishere 3 месяца назад

    Discord server when

  • @ajaymeena-td9jr
    @ajaymeena-td9jr 3 месяца назад

    When is this coming to Android? I don't have pc or any other gaming system

  • @NicknamingName
    @NicknamingName 3 месяца назад

    8:43 doodoo

  • @rockinggamerdude
    @rockinggamerdude 2 месяца назад

    Could this be a an app that could be paid for but still a good quality game with no in app purchases or is this on Steam exclusively?

    • @Canyon_kid
      @Canyon_kid 2 месяца назад

      It’s for steam

  • @RyanGatts
    @RyanGatts 3 месяца назад

    same weird mouse I have

  • @Husk1296
    @Husk1296 3 месяца назад

    are you think about maybe putting this game on console because this game looks very interesting and i want to play but i dont have steam😢

  • @cashwarior
    @cashwarior 3 месяца назад

    bro added doom into the game 😂

  • @shurik2041
    @shurik2041 3 месяца назад

    YOU MADE FISH OUT OF WATER????????

  • @LowpolySquid
    @LowpolySquid 3 месяца назад

    Add inkling

  • @flamingcoyote6661
    @flamingcoyote6661 3 месяца назад

    my mom has the same mouse

  • @AustinWeeks
    @AustinWeeks 3 месяца назад +100

    I played the demo! Here's some feedback:
    - Overall I really enjoyed it, can't wait for the full release!
    - I had some issues with controller support: I was using a Nintendo Switch controller so the A/B & X/Y buttons were swapped & remapping didn't fix this.
    - I personally found the first level to be a lot more difficult than I would've expected. It took me quite a while to find the entrance to the second region, and when I did I think I basically died immediately. I think a smaller tutorial/starter level would've really helped me get used to the controls and be more successful in the first level.
    Happy developing!

    • @lucbloom
      @lucbloom 3 месяца назад +5

      On difficulty:
      - experienced players will not quit your game because the first 3 levels are too easy.
      - inexperienced players will definitely quit your game if it’s a tad hard or don’t exactly know what to do.
      - same goes for onboarding that you as a dev encounter 100000 times during testing; don’t start assuming others will find it annoying too or that it’s too much “handholding”.
      The gold standard is non-blocking tutorials that use iconography. Male gamers will not read any tutorial texts to save their life.

    • @lukemuscat
      @lukemuscat  3 месяца назад +20

      Thanks for the feedback! The controller implementation is still getting some things worked out (especially streamlining how you select and drop items you are towing), but I was yet to try it with the Switch (only tested XBOX and Playstation). I'll look into this for full release!
      Definitely hearing that the first level is maybe a bit tough form a few people, so thank you for sharing!

    • @Eschen_
      @Eschen_ 3 месяца назад +5

      @@lucbloom "- experienced players will not quit your game because the first 3 levels are too easy." I definitely have quit games after an hour or so because I found them too easy. If there isn't enough challenge to give me a reason to engage with your deeper/more unique game mechanics, the game will probably get boring. Difficulty settings can help, or if there is a way to progress faster by taking on more of a challenge, that works well too.

    • @marzipan6902
      @marzipan6902 3 месяца назад +1

      ​@@lucbloomwth does this have to do with gender??

    • @lucbloom
      @lucbloom 2 месяца назад +1

      @@marzipan6902 real world observed difference. One gender is not better than the other but to denounce any innate difference is not constructive.

  • @kjelly5317
    @kjelly5317 3 месяца назад +42

    I have a weapon suggestion:
    A harpoon. You can drag back enemies to the surface and collect bounties for rewards. I think this fits more with the diving theme. It also highlights the game mechanism of dragging objects

    • @marzipan6902
      @marzipan6902 3 месяца назад +2

      That would be really cool! Maybe the monsters could also break free from the harpoon sometimes so you can't just drag it back super easy. It'd add a lot more risk i think

  • @e_buffturtle
    @e_buffturtle 3 месяца назад +64

    You should add dark scale particles that fly off of enemies when you destroy their armor so the player can see exactly what happens more clearly

    • @lukemuscat
      @lukemuscat  3 месяца назад +20

      Yep good call. There is a particle effect in there right now but it is super hard to see and placeholder, haha. Thanks for the suggestion!

  • @yonghong4832
    @yonghong4832 3 месяца назад +44

    i have an enemy suggestion - maybe an enemy visually simar to the spider or squid with minor differences, but completely harmless. attacking them however will cause them to release ink and reduce vision for a while

    • @unqualified_nobody
      @unqualified_nobody 3 месяца назад +3

      “Nah don’t worry that’s one of the harmless ones. I can just swim past it.
      Oh… Uh… Uh oh…”

  • @duckman3597
    @duckman3597 3 месяца назад +27

    I don't know if anyone else has suggested it or if you're planning on adding it, but an enemy who drags the player deeper into the water could be really cool I think! I think it could be really scary if you barely have any air left and you suddenly get dragged further down. The game looks good so far!

    • @hunterh1175
      @hunterh1175 3 месяца назад +2

      I think the problem with this is that it can be a guaranteed death... The cool thing with the disorientaion thing is that if you find your way quickly (which is hard), and if you had enough air to go back up without getting attacked, you can survive anyway.

  • @lvm6464
    @lvm6464 3 месяца назад +13

    I just completed the entire demo and really enjoyed it. Will definitely play the game when it is released. Here is some feedback though:
    - When you bring a letter to the surface, it should be saved in a journal or somewhere similar. It felt a bit underwhelming to bring it to the surface without any reward.
    - I agree with the top comment about health. It would be more logical and engaging if taking damage decreased your oxygen instead of health. This could add more depth to the gameplay.
    - If you keep the health system: Currently, your health is limited to three, which is fair, but you can still use a health bubble even when at full health. I accidentally used a health bubble while trying to open a powerup. Maybe disable the option to use a health bubble when at max health to prevent wasting it.
    - The sound effect when getting hit by an enemy is quite loud, especially as it is quite a chill game. Consider adding a setting to reduce the volume (one scare option, one chill option). It startled me every time.
    Hope this feedback helps :)

    • @lukemuscat
      @lukemuscat  3 месяца назад +6

      Thanks for all the feedback! This is genuinely so helpful. Bringing the journal entry to the surface 100% needs to save it, strongly agree.

  • @aGoshDarnTravesty
    @aGoshDarnTravesty 3 месяца назад +24

    Something that might be worth trying on the "spider" monsters: The way they move implies that they are clinging to the walls of the cave, but the rendering makes them look like they are floating. Adding a gradating mask along the tentacles that adds the same water distortion as the background and a bit of blurring/shading might help to make them look like they recede into background to touch the walls.

  • @XxdoctoerbugatackxX
    @XxdoctoerbugatackxX 3 месяца назад +27

    I think the mouse will make it harder to port it to consoles or gamepads…. Maybe add both controllers?

    • @blue-cloud-studios
      @blue-cloud-studios 3 месяца назад +13

      He could probably make it so the right stick is the "mouse" and automatically locks on

    • @Cats-TM
      @Cats-TM 3 месяца назад +4

      I was thinking about this a few days ago and I think it could very easily be ported to a controller. Have the left stick be the diver control and the right stick be the mouse and it like locks onto things. And then use the top buttons to pick things up and attack. Well, actually, picking things up would probably be better as buttons. Then of course dashing a button as well.
      Just a pretty basic form of control I thought might work but also have no idea as I am not a game developer and just kind of made a ramble in a comment.

    • @lukemuscat
      @lukemuscat  3 месяца назад +8

      @blue-cloud-studios & @Cats-TM describe basically how it works now! I am currently working on using the DPad to also give you more control over selecting items that are bunched together, such as when you are towing, as that kind of very precises selection is tough, so right now the mouse is indeed better than the controller. But I'm confident that with a bit more work the controller will be a great way to play too :)

  • @Cats-TM
    @Cats-TM 3 месяца назад +8

    Found a bug:
    So, uhh, I somehow managed to get to a completely empty map. I was just playing the game as normal then I had the pause menu bug where I could still interact with the game (which I can now confidently say does have something to do with alt+tabbing back into the game…can still not recreate it intentionally though) and I opened the shop (which you can do in the pause menu by the way and it closes the pause menu), but the pause menu did not close, then I pressed space again and it put me back to the main menu (because it pressed the "save and exit" button), then when I went back in I was stuck in an endless void (presumibly outside the map and I did not go the right direction to get back to it).
    Wait, I managed to do it again. I think you have to save and exit the game while in the shop. So, if you quickly press exit while opening the shop (which you can do in the pause menu, to reiterate) then go back in you will spawn in a void. Save and exiting does not help so I have now killed this save file. Though, if you have an oxygen teleporter you do teleport to the home base.
    Okay, yep, after searching around a bunch you do just get shoved really far out the map. I found the MFJP while swimming around. I can provide screenshots of this adventure if you need.
    Interestingly enough I can not get back to the abyss area. Annoyingly, I can not figure out what I did the second time if it was not opening the shop and exiting at the same time.
    (You can probably tell, I enjoy trying to break games.)

  • @efedevirgen5835
    @efedevirgen5835 3 месяца назад +5

    Hi Is it possible that i can try to translate the game to Turkish?

  • @yamasaa
    @yamasaa 3 месяца назад +24

    9:57 I recommend adding a visual feedback system that tells you that the spider is about to lunge at you, and there could be a way to teach the player about enemy behaviors through some sort of tutorial.

    • @imadudewithissues
      @imadudewithissues 3 месяца назад

      kinda makes the game less scary but i aprove of it being at the tutorial

  • @misguidedsaint3693
    @misguidedsaint3693 3 месяца назад +25

    Gotta say, I do love his editing style for videos.

    • @lukemuscat
      @lukemuscat  3 месяца назад +7

      Thanks! It's something I have been working on improving (slowly) so it's very nice to hear that it is clicking with people :)

  • @Chorutowo
    @Chorutowo 3 месяца назад +5

    Just played the demo, some feedback:
    - Overall I had a blast, you did a great job with the atmosphere and sound design, and the gameplay was super fun!
    - My only note/gripe would probably be with the pacing & tension, more specifically that theres not really any pay off or differing intensity in the game play. The enemies and environment do a great job of building tension and unease, but theres never really anything to pay that off (Other than the ending stinger, which was great). The gameplay loses are tension once you experience the enemies a few times, the first time I went under and saw the tentacles it was legitimately super frightening, but after I realized what they did it kinda dissipated. In fact, the sitting enemies because almost just a wall, I can safely avoid them most of the time and kill them when I needed to progress past them. I have no idea how to fix this really, if I had to guess I't be more areas and enemies but im sure you have that covered
    - Following that, maybe an eel/oarfish like enemy would be interesting. If you venture too deep into an area covered by it, it would make itself apparent and slowly start circling around the player, make it super long and uneasy. If the player makes too much of a sudden movement or any sort of noise it will alert the eel and it will start dashing in and out trying to hit them, when the player has to decide between booking it and having to maybe drop all their items, or try to fight it and risk damage. Would create a real risk reward dilema and re introduce some tension and diversity in the gameplay.
    Good luck with the rest of the game! Im sure it will be great

  • @Flamsleburger
    @Flamsleburger 3 месяца назад +5

    All of this stuff is super cool so far! Here's an idea for an enemy I had:
    An enemy similar to an anglerfish, where it has what looks like a piece of gold attached to this long antennae type thing, and if you go too close to it or try to grab it, it lunges toward you and takes one of your health.

  • @helmiplayerone2670
    @helmiplayerone2670 3 месяца назад +4

    downloaded the demo and just gonna edit this everytime I noticed smth
    -I opened it and the game was in german cause thats the language my steam is in, but because I like playing in english more I switched, and controlls and some other stuff got translated, and some didnt. For example "tauchen; space" or "equipment; begrenzter laden" or that the hints were still in german
    -if you get the light upgrade you can clearly see the outline of where its brighter and where its darker, itd be nice if there would be a subtle transition or smth
    -after I left the place where you go through the hole in the nackground only one of my 6 orbs went with me, and i had to reenter and leave again so that i could get all 6

    • @lukemuscat
      @lukemuscat  3 месяца назад +5

      Oh very odd with the language and the orbs! Thanks for the bug reports, added to my bug list :)

  • @Snichehog
    @Snichehog 3 месяца назад +25

    The diver is BENDY.

  • @GoodGamer3000
    @GoodGamer3000 3 месяца назад +9

    The way spiders move is so unnatural and creepy. I imagine you could be jump scared by those really easily lol

  • @kamilion1
    @kamilion1 2 месяца назад +3

    Instead of health, why not permanently decrease the oxygen bar, and have people pay to get it fixed at the shop? I think it'd fit better than a normal health system

  • @Lionel_Ding
    @Lionel_Ding 3 месяца назад +3

    19:38 the French translation are funny, « back » was translated to « dos » which means the back as in the body part, not the action of going back. Then « resume » was translated to « CV » which means Curriculum Vitae, as in a resume if you want to get a job.
    Back should be « retour » and « resume » could be translated to « reprendre » or « continuer »

    • @lukemuscat
      @lukemuscat  3 месяца назад +3

      Oh thank you for this. I am using a localisation company for translations that I have never used before, and it seems like the quality has been a bit up and down. Someone told me the Portuguese translation is excellent, but sounds like the french one maybe needs a bunch of revision.

  • @lemontwisty
    @lemontwisty 3 месяца назад +3

    I’m not smart enough to have any gameplay suggestions but I just wanted to say I love these dev logs and your editing, humor, and pacing are all really entertaining. Thanks for the insight into the process and I hope we get to see more!

  • @gamedevgoodness3216
    @gamedevgoodness3216 3 месяца назад +7

    1:36 wait...what is that mouse fr though 💀

  • @alangregoryvitek
    @alangregoryvitek 3 месяца назад +5

    Wow incredible progress! Also, I LOVED Fish out of Water. One of my favorite mobile games and the water was a big part of the appeal haha.
    Love your design sensibilities and the arcade machine running doom had me snorting! Endless creativity here

  • @TheQxY
    @TheQxY 3 месяца назад +4

    I have an idea for an expedition. You wear an old timey metal diving suite that is connected to the base by a tether. This gives you unlimited oxygen. However, you have to manage the tether as it can get stuck. Also, the suite is very heavy, so it sinks to the bottom, and you basically walk around. You can relieve the pressure though to slowly float back up, but you can not swim around freely.

  • @hendersonsigma1822
    @hendersonsigma1822 3 месяца назад +2

    yeah i played the demo really enjoyed it but one thing that feels kinda off is the gui. in my opinion having the health and oxygen integrated with the diver would be mutch more intersting. As for the gold and orbs they could fade like the music making the player feel eerie as he dives deeper. But even without it the games great, keep going!

    • @lukemuscat
      @lukemuscat  3 месяца назад

      Thanks for the feedback and for playing!

  • @sepplin
    @sepplin 3 месяца назад +19

    Maybe remove the health and just make it take away oxygen instead. I think itd be fun having to make decisions on whether its worth it to run into an enemy so you can take a shortcut. Or you hit an enemy and you have to scramble to get back to the surface.

    • @maxlinkerog
      @maxlinkerog 3 месяца назад +3

      and it makes coming back on low oxygen so much scarier

    • @Lilobot
      @Lilobot 3 месяца назад +1

      good suggestion

    • @finnjanus4334
      @finnjanus4334 3 месяца назад +3

      I‘m happy that someone pointed that already out, because the oxygen bar already accts like a dwindling health bar so adding designated hp will make the system at least from my perspective unnecessarily convoluted (I don’t mean confusing) but it probably wouldn’t make the situation near the surface much different.

  • @luisangulo5332
    @luisangulo5332 3 месяца назад +4

    Add more horror elements😈😈😈
    The deeper you travel, the stranger the environment and beings

  • @propnotch3466
    @propnotch3466 3 месяца назад +2

    Played the demo! Got some feedback for ya:
    - How on earth did you collaborate with the AU government to make this game? Did not expect that.
    - Game seems well-balanced overall.
    - Not sure how I feel about the health system. Could take it or leave it, though I agree that there do need to be lasting consequences for monster attacks. Perhaps a monster attack would disturb silt in a certain radius? If the health system does stay, I feel it should be easier to acquire a health pack, especially on harder levels. I got down to one heart on a run and felt pretty helpless because there were several wallers on a narrow passage to The Deep, and I had bought as many random-chance things as I could with no luck. I didn't make it.
    - I like the weapon system. I would extend the range of the flashlight even a bit more in aim mode though, at this point it feels more like it just narrows rather than extending much.
    - Other people are mentioning a tutorial level of some sort, but I don't feel like it's necessary. You catch on pretty quickly and get the hang of the controls after a few mins. The first level is easy enough as it is, no need to baby us.
    - I like the notes, but I missed the presence of a journal such as is found in other games. If there was something like that the notes could be added to and then viewed at my leisure on the surface would be great. I do hope that in more difficult levels there are similar hint notes explaining the basic principles or something.
    - The gold doesn't seem gold enough, they just look like yellow triangles. Perhaps it could be in a more nugget-y shape? Or perhaps shinier?
    - 1 bug, the main menu disappears if you click on another screen w/ multiple monitors.
    All-in-all I really loved it, can't wait for a full release! It was that sort of chill scary that I love, and just addicting enough that I'll play it but also be able to complete things I need to complete.

    • @lukemuscat
      @lukemuscat  3 месяца назад +2

      The Australian and Queensland government have recently started massively expanding their funding programs for games, after a long era of supporting local film and TV production. It is actually mindblowing to have their support and frankly makes this possible!
      And thank you for all the feedback above, it is super helpful!

    • @propnotch3466
      @propnotch3466 3 месяца назад +1

      @@lukemuscat Very cool! glad to hear it. One more piece of feedback: I didn't really understand the orbs at first, and unless it's explained later, they don't seem to fit with the rest of the game very well, they're an odd outlier in the ocean theme. Perhaps they could become pearls or something instead? That would make more sense.

  • @tritonis54
    @tritonis54 3 месяца назад +1

    The visuals are way cooler now, but I think that maybe it lacks a bit of grit, it’s look so clean and nice, like one of these corporate motion design, that I think from the demo that it can lower the « fear factor ». Maybe a slight photo grain that could increase in some situations, or something ? I am not sure.

  • @painandsuffering-x4y
    @painandsuffering-x4y 2 месяца назад +1

    Love the hold right click aiming mechanic, it gives me serious project zomboid aiming vibes.

  • @gerpsu1772
    @gerpsu1772 3 месяца назад +1

    You should add trophies. Boss battles in some levels. Add finish 🇫🇮 language.

  • @neehaa
    @neehaa 3 месяца назад +1

    will feed the deep ever be a mobile game?? i’d totally love to play it but other gaming platforms are inaccessible to me :(

  • @depressoforsale
    @depressoforsale 3 месяца назад +1

    Hey! Just played the demo and I LOVED IT! Have a lot of thoughts :)
    So, first of all - I think you NAILED the exact feel that you were going for - it is surprisingly addictive even with only one level (I am not the kind of person that generally enjoys aimless wandering in games but I found myself just wanting to fully explore the caves on the second or third run-through after I've completed the challenges!)
    Also, the atmosphere is really nice - it isn't too scary to deter players like me, who get too nervous to play scary games, but still scary enough to give me a little jump every time I carelessly turned a corner to just immediately faceplant into a monster :D
    the music!!! is!!! GORGEOUS!!! I loved how you used it to indicate the depth, so it brought about a soothing feeling every time I started to hear it after coming up from the deeper parts of the level in a unknown area
    also, I was really pleasantly surprised by the fact that every time you descend you get a new dialogue! fully got ready to skip the cutscene but didn't have to! love the writing too - it's already incredibly engaging, tho the premise is still quite simple
    so, now to the criticisms - I felt like the difficulty of the level was a bit too... well.. different? depending on the generation. one time i got the entrance to the deep generated way to close to the entrance so it made the run very trivial
    also, the disorientation mechanic stopped working for me at some point very early in my playthrough and lack of the screen spinning carried on through to different runs, not sure why?
    and the last - at one point my oxygen meter bugged and stopped going down, it probably has something to do with the arcade, as it happened when I was grinding (totally not) jetpack joyride and got a pretty high score before i noticed that my oxygen wasn't depleting) however this issue got fixed after I upgraded the tank, but not when i got out of the water!
    so, to summarise: loved the demo! it totally convinced me to buy the game when it's out! can't wait now :)

  • @MatikTheSeventh
    @MatikTheSeventh 3 месяца назад +1

    Hit me up if you want to add Polish language to the game, my man!

  • @VanillaSpooks
    @VanillaSpooks 3 месяца назад

    You should consider adding a peaceful mode level, I like the monsters but sometimes if you just wanna chill I think it’d be very nice!
    I’m gonna try the demo this weekend!

  • @bluewhale619
    @bluewhale619 3 месяца назад +1

    Just played the demo and I really like it. However, I first played the German version, and it is quite bad. There are some translation errors, and they were significant enough that I chose the English version. Maybe think about letting the community help you translate; I think there would be enough people volunteering to significantly improve the translations, such as me.

    • @lukemuscat
      @lukemuscat  3 месяца назад +1

      Yeah I've heard this, it's a shame because it cost me a fair amount of money to get it translated haha. I'm on the road right now, but I'm going to set up something so that the community can help improve the translations, just have to figure out the best way to do it. Appreciate your insight here, thank you!

  • @ragingstorm_15
    @ragingstorm_15 3 месяца назад +1

    Tried the demo, exceeded expectations!
    I don’t really know where to bug report, but i’ll do it here:
    I noticed that when i switched to german the loading screen tip was still in english.
    i also noticed that when i switched back, the objectives (key for chum) were still in german, but not the actual word “objectives”.
    i also had a strange bug where an enemy appeared as i unlocked a chest which caused my inputs to no longer affect the character. the light worked fine but i couldn’t do anything else.
    despite the bugs the game was amazing and i can’t wait to see the full release!

    • @lukemuscat
      @lukemuscat  3 месяца назад +2

      Ah I had not done a lot of testing with the languages yet, thanks for the info!

  • @YaM8Kraken
    @YaM8Kraken 3 месяца назад +2

    Hey Luke! Congratulations with the progress! You did great, even with the demo. I especially liked the idea of certain level-based stations (especially the arcade). Hope all that you've mentioned will make it to the final product without a problem.
    There's just one thing I noticed that kept me down when using flares to kill creatures and that is them constantly reappearing near the spawn where I already commited squid genocide...which is good for the challenge but wasting flares is just not cool for rushing, so how about creatures that can steal the minerals?
    That would make it worth turning them into sushi.

  • @cyberfinity8754
    @cyberfinity8754 3 месяца назад +1

    Normally I don't get scared of games, but this gives me the nerves. Well done. One thing I would love to see is information as to what the two bars in the bottom right are.

  • @ProntosHere
    @ProntosHere 3 месяца назад +1

    Would love a video on fish out of water! I remember playing that a long time ago!!

    • @lukemuscat
      @lukemuscat  3 месяца назад

      I have a super old device with a playable version of Fish Out Of Water before there was even any fish stashed away somewhere, haha. One day!

  • @RonaldMcDonald-nf9jj
    @RonaldMcDonald-nf9jj 3 месяца назад +1

    that spider enemy is absolutely evil.

  • @knalle2208
    @knalle2208 3 месяца назад +1

    I use the same mouse since it's better for the hand

  • @Gideon-l1x
    @Gideon-l1x 3 месяца назад +1

    Enemy idea: A creature that shows up as a piece if material on the scanner, so you can't trust it 100%

  • @ModBros8434
    @ModBros8434 3 месяца назад +1

    I tried the demo, and I'm hooked! Great work so far, and I'm excited to see what comes next.

  • @VanillaSpooks
    @VanillaSpooks 3 месяца назад

    Idk why your videos aren’t showing up in my sub feed, but luckily I found it anyway. Very excited for this game, never been interested in 2d games except the ones you make…

    • @lukemuscat
      @lukemuscat  3 месяца назад +1

      Oh thats odd that it didn't show up. Might explain why the views are a bit lower than usual! :D

  • @gabehembling1088
    @gabehembling1088 3 месяца назад +2

    add a kind of infinite mode where instead of having goals you just try to get as high of a score as possible and doing certin things gets you score like when you go deeper getting money getting items killing enemeys or even finding arcade machines

  • @Sebboebbo
    @Sebboebbo 3 месяца назад +1

    Da gamedev king is back baby he neva miss we're eating good today y'all

  • @NanerBag
    @NanerBag 3 месяца назад

    "If you dont like spiders you might wanna skip ahead."
    Pff, i dont need that. Im a brave bo-
    "lets find some in real life!"
    NOT A BRAVE ENOUGH BOY FOR THIS. NOPE

  • @TheXientist
    @TheXientist 3 месяца назад +1

    after playing the demo, first of all it feels like a great start, excited to see what more is in store. that being said, i did run into a bug that you probably already know about, being that if you dive quickly after surfacing before your air is refilled completely, air will stop depleting underwater giving you an infinite supply.

    • @lukemuscat
      @lukemuscat  3 месяца назад +3

      Thanks for playing! Someone else managed to get that bug to happen too, but I cannot for the life of me reproduce it. Will keep digging.

    • @TheXientist
      @TheXientist 3 месяца назад +2

      @@lukemuscat i was able to recreate and exploit it a few times already, it seems to be fairly consistent, if only a little tight on the timing. the less oxygen remaining the longer the animation takes giving you more time to dive before its full. i can record a video later if you're still having trouble reproducing it. it is possible on both the shop surface and in air pockets, though i feel like it is more consistent in air pockets because the actual water surface is closer to the visual water surface.

    • @lukemuscat
      @lukemuscat  3 месяца назад +2

      @@TheXientist Ah yes thank you for that! I was able to reproduce right away with that info. Fixing now and will try and get a new build out soon :)

  • @Blockrooms
    @Blockrooms Месяц назад

    i would really like for the huntsman spider enemy to only move when you have ur light off it. idk tho i think ur too late in develpoment

  • @stellanovaluna
    @stellanovaluna 3 месяца назад +1

    OMG DOGGY I LOVE DOGGIES ❤❤❤❤❤

  • @Game.w
    @Game.w 3 месяца назад

    Loved the demo! Feedback: I noticed that the wall creatures would respond to items but didn't quite get what it meant other than playing tug of war with the items, so maybe adding a question mark when it grabs something can clarify that it's confused and distracted?

  • @NeZversSounds
    @NeZversSounds 3 месяца назад

    Material Maker is open source project for generating materials with nodes

  • @matthewventures
    @matthewventures 3 месяца назад

    Why not have enemies take your air supply? I think other games have done that.

  • @efirir
    @efirir 3 месяца назад +1

    Those terminals are a really fun idea, they look like Dreamcast VMUs 😊 And as always, it's nice to see your progress, keep it up

  • @jesuslovesyoujohn314-21
    @jesuslovesyoujohn314-21 3 месяца назад

    John 3:16 For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life.
    Isaiah 53:6 All we like sheep have gone astray; we have turned every one to his own way; and the LORD hath laid on him the iniquity of us all.
    Romans 4:5 But to him that worketh not, but believeth on him that justifieth the ungodly, his faith is counted for righteousness.
    1 Corinthians 15:3 For I delivered unto you first of all that which I also received, how that Christ died for our sins according to the scriptures;
    1 Corinthians 15:4 And that he was buried, and that he rose again the third day according to the scriptures:
    Ephesians 1:12 That we should be to the praise of his glory, who first trusted in Christ.
    Ephesians 1:13 In whom ye also trusted, after that ye heard the word of truth, the gospel of your salvation: in whom also after that ye believed, ye were sealed with that holy Spirit of promise,
    Ephesians 1:14 Which is the earnest of our inheritance until the redemption of the purchased possession, unto the praise of his glory.
    Ephesians 4:30 And grieve not the holy Spirit of God, whereby ye are sealed unto the day of redemption.

  • @omegablaze135
    @omegablaze135 3 месяца назад

    0:38 "it also looked like a bit of a-"
    oh yeah the Kursgssagt duck!
    ""AMOGUS"
    ..oh.
    Also your mouse kind of looks like a fin...

  • @Leftpeg8379
    @Leftpeg8379 Месяц назад

    How about when you get attacked by an enemy your screen goes black and plays a sorta blinking opening eyes animation and your vision stays a bit blurry for a few seconds afterward, There could also be a flashbang high pitched noise that plays. Just an idea!!!!

  • @vinescarlan
    @vinescarlan 3 месяца назад

    I played the demo and here's my feedback:
    1. The air pockets that the player can access in the bottom is a great idea. I suggest, to make many of them but make them exhaustible. Meaning, the air space in that pocket runs out as player uses it.
    2. The gun can be changed into hook gun, or maybe both of them can exist. And they may have different uses, like pulling yourself into a target location or damaging enemies.
    3. Instead of Health being a fixed amount like "3". Make it a percentage, like 0 to 100%. Players starts with full health, but when they get caught by monsters, their health reduces quickly, but the game should offer a way to get out of being tangled by the octomonsters. Player get's "bleeding" status, and there should be items to help player heal or repair suit damages. If player health goes to 0, they permanently die and they have to start again. Although this is kinda counter intuitive, it makes the game more challenging and rewarding.
    4. The glowing light sticks count are not enough, but increasing them would feel a little weird. So, my suggestion is to add a minimap or radar, where player can unlock areas based on what they have explored. Specific areas will only show on the minimap when player goes past it and recorded on their radar.
    5. Add certain hidden areas where some stones can be destroyed to find easter eggs.
    6. I don't know if this would be fun for others, but I believe a feature like being "trapped" in certain areas, like a ceiling collapsed and rocks fall down in the entrance, will make players be more cautious of their actions, which adds to the thrill of the game.
    7. It would be great if the ecosystem is more like Rainworld. Where the Octomonsters eat smaller octomonsters, and smaller ones can eat fish. That way, it offers some meta of luring monsters out of your way, aside from just shooting them. Players will then have a sense of puzzle or creativity involve when exploring the areas. Other creatures can be friendly, and might help the player avoid aggressive creatures, or even guide them to the right path. I think jellyfishes can be great addition, to add "lighting" to the dark parts of the sea.

  • @GrahamOfLegend
    @GrahamOfLegend 3 месяца назад

    Dope video Luke! Lol I typed up a bunch of comments and then the page refreshed and I lost all of em 🤣 so I'll just say, keep doing dopeness 🔥

  • @FacelessGoon-i8r
    @FacelessGoon-i8r 3 месяца назад

    Just completed the demo of the game. It was freaking fantastic! Here’s some feedback:
    - The ammo for the flare gun is too plentiful. I never found myself having to conserve it.
    - The silt obstacles are too uncommon, and not enough of an inconvenience. Maybe make them spawn more regularly.
    Other than that, I enjoyed every moment of it. Looking forward to the full release!

  • @Eschen_
    @Eschen_ 3 месяца назад

    I tried the demo, and I liked it a lot! Exploring in almost total darkness, not knowing what awaits me just out of sight is terrifying, and makes for a great horror atmosphere. But then in other parts, it didn't feel like the game was going for that at all, like the lootboxes. That felt a bit strange, more like a casual roguelite mechanic.
    The ending unfortunately felt like more of a prank/joke than scary. There were too many hints for it to be unexpected. I tried to avoid it by pushing the blob onto the mouth without going over it myself, so when I got sucked in anyway, I guess I felt kind of cheated. Like a trap, but you're forced to walk into it in order to progress.
    Actually, I think the ending would have been more unexpected if the game had told me from the start that I needed to feed the Deep that blob. With everyone acting so full of dread, I was left to wonder what horrifying meaning that ominous "Feed the Deep" objective could have, so having to feed myself to it was the most natural answer. I think it would be much more interesting and surprising if the game straight up lied to me about the objective there, and it's justified because my character would presumably also have been lied to.
    But that's all assuming the game is meant to be scary in the first place. If it's meant to be more of a casual fun experience, I think it should really give you a larger light cone.

  • @blazen6750
    @blazen6750 2 месяца назад

    I got a recommendation, Starfish blades (or starfish buddies that spin around the diver temporarily)and squid throwing knifes, or squid bombs which create a smokescreen which slows down the chaser type enemies, and certain areas where snails or other aquatic life sticks to you slowing or weighing you down, And some Boss areas (we need unique aquatic themed weapons too)

  • @ronnor99
    @ronnor99 3 месяца назад

    im a bit sad about the addition of health, i feel like getting attacked lowering your oxygen supply/accelerating depletion rate would be more interesting, in getting attacked and spun around would stress you out and may even out you into panic, a diver usually must stay calm just in order to stay safe, panicking would, 1: make you try and rise faster then is safe, 2: make you move to fast possibly disconnecting your equipment or someone nearby, 3: makes you breath much faster depleting your oxygen supply. you could also drop your air supply(the thing in your mouth not the tank) and you have afew seconeds with the oxygen in your body before you must put it back on

  • @NotHomeAnymore
    @NotHomeAnymore 3 месяца назад

    Did not know Christian Bale was a game developer.

  • @alexcode2956
    @alexcode2956 2 месяца назад

    Since this game seems to be playing into the whole "eldritch horror" thing a lot, i would recommend adding sanity as a mechanic that you have to keep track of. I'm sure most human beings won't just look at shadow monsters with tentacles and red eyes and just shrug them off. The longer the diver looks at the monsters, the more the sanity decreases. If the sanity is too low lights get dimmer, sounds distorted, and most importantly hallucinations start appearing. Hallucinations are just objects that you can't touch, but you see or hear, they might be fake gold pieces scattered around, or fake monsters that after some time attack you, and instead of decreasing your health they decrease your sanity. It could also be more similar to a dredge-like sanity system, where things actually start manifesting in response to your sanity decrease

  • @rogueabyss
    @rogueabyss 3 месяца назад

    a roguelike with journal entries? so original! (but actually, excited about the game lol)

  • @pierregarcia4752
    @pierregarcia4752 3 месяца назад

    Maybe you could add phosphorescent plancton that lights up when fishes/player moves. While decreasing the flashlight efficiency or smthg. spiders would be killers in those waters

  • @hunterh1175
    @hunterh1175 3 месяца назад

    Hey! I've been playing the demo for a few hours, absolutely love it. I have found one annoying bug though. We can only have one "Sightless Knife" at a time! I opened 2 chests which both had a sightless knife, and the second one was basically wasted. I tried getting hit by monsters to test if it was a graphic bug, and nope, it only worked once.
    By the way, I hope in the final game there is a way to unlock the item that lets us break rocks other than pure chance in the chests. I got one in my first run, and not a single other since. Which is annoying because the resources are very finite...

  • @mevy579
    @mevy579 3 месяца назад

    I played through the demo and I have one big thing to say. The game was very cool and I enjoyed it very much and I think it has great potential... But was it very scary? Not really... The main reason to this? I always knew I have my gun. This made me feel pretty safe when I was encountering creatures. I think that if the gun was not in the game encountering enemies would be much more scary and rather than whipping out the gun you would try to run away asap throwing out your gold so you can swim faster all while pooping your pants. (I heard that a game called Little Nightmares had this problem that in its sequel they added a way to combat the horrors that in the first one you were trying to avoid and it completely ruined the game. I didn't play the game but it sounds like something you could look into). Also a two small changes I would experiment with are that the health should in my opinion not be visible to the player so the player would wonder if he should risk getting more stuff when he has already been damaged. The second thing is that the other setting where you don't spin around when you get damaged by that spinny boa but rather the screen just fades without showing you the spinning makes it in my opinion even more disorienting and I like it a bit more (even tho I didn't have any issues with any motion sickness while spinning).
    I wish you good luck with your journey and I believe that Feed The Deep will turn into an awesome game!