Nereids' Sea by Tifu
Control a deep sea diver as he seeks his lost treasure.
You have a terribly basic radar that tells you how far you are from the treasure, but nothing else.
When you get very close to the treasure, the radar will not give you a clear reading.
There are hostile creatures in the water, if they are alerted to your presence (by looking at them), they will turn towards you - if you move while they are alerted, then they will kill you. Wait for them to swim away before proceeding.
Find your lost treasure!
You have a terribly basic radar that tells you how far you are from the treasure, but nothing else.
When you get very close to the treasure, the radar will not give you a clear reading.
There are hostile creatures in the water, if they are alerted to your presence (by looking at them), they will turn towards you - if you move while they are alerted, then they will kill you. Wait for them to swim away before proceeding.
Find your lost treasure!
Ratings
| Coolness | 82% | 2 |
| Overall | 3.22 | 508 |
| Audio | 3.10 | 342 |
| Fun | 2.98 | 587 |
| Graphics | 2.93 | 706 |
| Humor | 2.27 | 679 |
| Innovation | 3.44 | 299 |
| Mood | 3.73 | 103 |
| Theme | 3.95 | 59 |
Bit to hard for me though. Best distance was 310 away.
And a little bit scary!
Unfortunately, the gameplay keeps breaking the immersion so nicely built up by the graphics and sound. Enemies remain completely static until you attract their attention, and it is only after you attracted their attention that they decide to swim away - wtf? Why would you remain on guard until there's an intruder, then decide 'nah, everything's okay here' AFTER you spot your target? Rather than stealthily trying to avoid the enemies, the game forces you to attract the attention of enemies, but not too much or you'll die. This unintuitive style of play is not very fun (the 'wait' part of 'attract their attention and wait' isn't too exciting) but more than anything it does not at all fit the 'avoid the danger that is lurking everywhere!' atmosphere the visuals and audio build up. The fact that one mistake is instant death adds insult to injury; although it makes sure you want to be very careful, dying after getting pretty far doesn't really motivate you to do it all over again. In my last attempt I died right in front of the treasure, and although I'd really like to complete the game to better judge it, I just can't bring myself to go through all that again.
I agree with AI stuff, I'd certainly have done it a lot differently if I had more time/was more familiar with coding such things in Unity.
Thanks for checking out my game everyone :D
My only complaint is that it's a bit hard to tell if I've aggro'd something until I'm dead.
Good job!