Nereids’ Sea Gameplay
Made some gameplay footage of my game above. Check out my game here: Nereids’ Sea
post mortem-y thing
So overall I’m kind of happy with how the game came out. I wanted to use the Ludum Dare to do some Unity practice and create a better game than my last Unity entry and on that ground, I think I succeeded 😛 There are things I would have liked to add, I think being able to look down and see your feet would have been a nice touch, the various structures you can find could have had better textures, I considered randomizing the treasure’s location etc but everything important made it into the game I think.
Ideally the AI would be very different, but I’m not too used to Unity so I stuck with something simple that I knew I could get done in the time limit. So the monster AI is kind of like a T-Rex/Enderman fusion. If you look at them, they become alert – and at that point, if you move, they attack you, so you have to wait for them to swim away. If I had more time I would have tried to make them scout around for you, and you would have to hide from them by keeping your distance or hiding behind any of the weird structures you can find at the bottom of the sea. This would have necessitated some kind of radar system though, to ensure they couldn’t sneak up on you unaware unfairly, and I wasn’t confident about getting anything like that working in the time limit.
Based on feedback, if I was doing this again I would have added some kind of checkpoint system. I thought it was short enough I wouldn’t need to, but it is very slow paced, so I can see that was the wrong call. Having some kind of checkpoint structure/item would have also given the player something extra to look around for, so definitely would have been the right thing. Ah well 😛

