Parasite by Thijs Tak
An unfortunately very short game about a parasite that escaped containment. He lands in a large ocean and must swim deeper to escape his captor.
The game can be controlled with both the keyboard/mouse and joystick. Both qwerty and azerty “should” be supported.
Basic controls are WASD to move forward, backwards left and right. Use the mouse to look around. You swim in the direction you look at. To quickly ascend or descend use space and left shift.
For the gamepad: use the analogue sticks and rb/lb to ascend and descend. Other keys are explained in game.
The intro cutscene is bugged so the game starts a bit abruptly.
More details will follow.

| Link | https://bitbucket.org/thijstak/ld48/src/master/ |
| Link | https://bitbucket.org/thijstak/ld48/downloads/LD48-Parasite-CompoEdition.zip |
| Original URL | https://ldjam.com/events/ludum-dare/48/parasite |
Ratings
| Overall | 529th | 3.354⭐ | 26🧑⚖️ |
| Fun | 657th | 2.979⭐ | 26🧑⚖️ |
| Innovation | 490th | 3.125⭐ | 26🧑⚖️ |
| Theme | 389th | 3.688⭐ | 26🧑⚖️ |
| Graphics | 404th | 3.5⭐ | 26🧑⚖️ |
| Humor | 366th | 2.667⭐ | 26🧑⚖️ |
| Mood | 292th | 3.5⭐ | 26🧑⚖️ |
| Given | 20🗳️ | 27🗨️ |
The controls could have been better and the stamina for sprinting wasn't really part of any challenge but only there to limit your speed of completion :disappointed:
Overall a great LD game! :smile:
Movement is a little clunky, but as a solo dev the level art more than makes up for it.
it's a shame you coulnd't finish more, I would've liked to see where you went with the story
The fact that the tutorial panel is also used for dialogs confused me, and I accidentally skipped a bunch of dialog because of that.
Level design at the start could use some unique landmarks (a funny rock, an algae patch…) to find your way back more easily.
It has personality and humor, and can definitely be expanded upon.
Looking around was somehow faster when I moved my mouse slowly, and dialogue skip should've been bound on LMB, but that is just nitpicking :laughing:
You could probably just have skipped the shooting and sprint mechanics as they are each just used to get past a single hard gate each, and spent that time fleshing out the exploration parts instead.
Overall very good job!