Meanepth by rensun
-Meanepth immerses the Player in a series of interconnected locations, each symbolizing the “Depths” of the meaning of anxiety. Where the Player encounters manifestations of these “Depths”.
Psychological horror with elements of existential horror, where each layer of space reflects the depth of the meaning of the player's anxiety, moving from the illusion of calm to the abyss of subconscious fears.
⚠DISCLAIMER⚠ The game contains colorful scenes and loud sounds.
| Link | https://kyaromeow.itch.io/meanepth |
| Original URL | https://ldjam.com/events/ludum-dare/57/meanepth |
Ratings
| Overall | 258th | 3.767⭐ | 122🧑⚖️ |
| Fun | 672th | 3.004⭐ | 119🧑⚖️ |
| Innovation | 554th | 3.085⭐ | 120🧑⚖️ |
| Theme | 247th | 3.979⭐ | 122🧑⚖️ |
| Graphics | 172th | 4.196⭐ | 122🧑⚖️ |
| Audio | 186th | 3.763⭐ | 122🧑⚖️ |
| Humor | 652th | 2.119⭐ | 103🧑⚖️ |
| Mood | 96th | 4.146⭐ | 122🧑⚖️ |
| Given | 94🗳️ | 178🗨️ |
Выдержанная напрягающая атмосфера, хороший подбор звука и тайминг.
Обожаю что вы выделили тему людума не только как глубину морского дна(как я подумал в начале), но и как глубину моральной травмы
Из-за околопиксльной графики и критерия выше также напомнило "Mouthwashing"
Я честно удивился когда понял что там не 1 и даже не 2 уровня
Единственное что стоит добавить, как сказали выше, обьяснялку в самом начале что нужно интерактировать с трясущимися предметами. Потому что в переходе на 2 уровень, где нужно тыкнуть на туфли ОЧЕНЬ непонятно что делать
Удачи в развитии этой игры и в создании новых, буду следить за вашими успехами!!!
I was in awe walking through the poolrooms and stumbling upon the manta ray scene.
Love the nod to BioShock.
Sound is top notch except for the walking under water noise which gets annoying quickly.
I only understood that shaking objects were not just a style choice but a mechanic after reading your comment, even with the little tutorial prompt. Maybe some more hints to teach the player would be nice.
Only negative feedback I'd give is I had to read your comment to understand how to play because I was stuck on the first level.
Apart from this the sound and visuals are so clean ! The dialogue makes it weird you're wondering what you're doing (which is cool) and the text to finish it ... Crispy clean !
You know how sometimes you see a piece of art, it moves you and you're not sure why but you know you like it because you felt something, this gave me the same vibe.

I like the vibe but fighting the mouse and lack of guidance is causing me to not progress. Violently shaking an object without a button prompt on inspection to tell me to interact was not particularly intuitive. Additionally shaking the screen in the tunnel section caused me to not be able to progress after interacting with the oxygen tank as I could not see anything with as my entire screen shaking like it was having a seizure. Not sure if I just wan into a bad bug but there's nothing fun about it. Consider adding alternative or reduced effects for showing the madness of the player character.
i had an audio bug when i entered the water, the rest of the game the splashing sound effect followed me around, other than that, this was really cool!
I honestly found pressing e on the shaking objects quite intuitive, the only time that went wrong was when the screen was red and shaking so much that I couldn't see what object was shaking in the tunnel.
The only big issue that happened for me was that on the ending screen my mouse didn't reappear so I couldn't click on any of the options so I had to force shutdown the game. Idk if that was just a "me thing" because don't really see any comments on that, but in case it isn't then that might be something you wanna fix.
Your team should be proud to have been able to make a game like this in just 3 days
/spoiler
One small feedback I'd have is that during the first really intense section with FX red/shaking, it was difficult to find the object I was looking for. I had actually tried to click it earlier, but I guess I wasn't looking dead on at it. Giving a little bit more leeway during that segment might be helpful to players.
Really nice work!
It’s funny, because in a way, we explored a somewhat similar theme in our own game, and it’s really interesting to see how you approached it here.
The game really gives off Mouthwashing or 1000xRESIST vibes, both in its atmosphere and overall feel.
It’s really well done!
excellent use of controls to make the game interactable you clearly have an understanding of good user input design
amazing work on the environments too
what was the most difficult part to flesh out while you made this game?
I would have liked a bit more time to reflect on the last sentence rather than switching immediately to the credits.
The only two things that bothered me where that you need to interact with every objects available in order to move to the next layer (and that I had no idea I had to as it wasn't written anywhere). So I got stuck a long time in the second part in the aquarium tube with the screen shaking (maybe this is wanted idk).
And then the step sound is way too noisy and repetitive (maybe this is wanted idk).
Apart from that great visuals and feeling.
I went a bit off-piste on the jellyfish section and ended up in a hole that I couldn't get out of - I didn't mind restarting the game though because the aesthetic was so cool! Also I thought the occasionally shaking objects were part of the scenery at the start so didn't think to try interacting until I'd done a few laps.
Had a blast though, great work team!
I like a game that's got the scary stuff, but takes the time to establish a scene and buy me dinner before unleashing their true colors and that's pretty bold to pull off in a 72hr time frame. I think it hits the marks in the right places, stirring up that something's wrong and spilling the beans in context.
Short version, I had a good time with your atmospheric story. :thumbsup:
I had the same mouse drifting issue some commenters above had but I honestly did not mind it too much - felt like it could have been deliberate given that we seem to have a drinking problem. Though I suppose you'd expect more of a wobble than a constant rightward drift with that.
Great work on the visuals - both on the amount, variety and detail of assets but also on the consistent design and well-used shaders - helps sell the melancholy together with the audio design. Very well done!
I NEARLY stopped playing as I thought it was bugged out. the end of the tunnel was blocked, so I thought I needed to backtrack, so I ended up back in the fall room and then went al the way back to the blockage before the level progressed. Glad I stuck with it as the later levels have some lovely atmosphere.
one HUGE plus point I want to add.. the changing footstep sounds on each floor type REALLY added to the mood. Wonderful stuff. Great work.
The Artstyle was really unique and in general i liked it, i just felt in some sections the very high pixelation without anti aliasing just hurt from looking at because the pixels changed to rapidly when moving the mouse. Especially with the bright glowing jellyfish in the end. I don't really know how to fix this without throwing overboard the incredible artstyle. Maybe more muted colors?
Strongpoint is definetly the mood that this game delivers!
The design was great and the sounds overall nice aswell, although I can recommend either using more footstep sounds in general or use some kind of pitch-shift under the water ^^
At the beginning I got stuck for a bit in the first tunnel when everything went red as everything was vibrating and couldn't find the object to interact with.
Few technical issues (had some ray teleports in front of me), and the walking sound underwater is a problem, other than that it's a true gem!
Also I feel the game could benefit from having a way to soft block the player if you miss an item.
Loved the backroom into bioshock ambiance, it works really well, and the narration is on point.
Congrats!
Really impressive you create this mini world in 3 days. The environments, mood and audio are really good, and the sea creature are impressive. I also liked the text effect where it delete itself, and that there wasn't too much of it. I also liked the brisk walking pace, and honestly I wanted to jump few times, probably FPS habit die hard
I would really want to see where this goes - I think for this type of experience it's ok for it to be linear and obvious how to progess - the 2nd stairs for example were a little hidden
All in all, really impressive work