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Amazing entry! The way you put the art together is the best I have seen so far in this jam. The art gives the game a lasting creepy atmosphere, reminding me of Don’t Starve. It is really well thought out how there are multiple ways to die. I like the floaty controls that make it difficult to stay on the main path, and I like how little by little the game becomes harder and harder.

However, I think the game could use a few more elements to spice things up in terms of gameplay progression. I liked the music too, it is a great choice and really boosts the feeling of solitude in the ocean.

I wonder how you interpreted and used the visual theme in the game.

Great work!

(+1)

Thanks for playing!  
Regarding the theme - I got a little confused.  This is my second jam and the first with a visual theme.  I read the instructions and thought that the TV was optional, but the "trick or treat" twist was the main theme.  When I planned out my game, I had a bunch of features I wanted to add, including "a helpful feature that turns against you".  However, I didn't have time to implement these features.  I learned the basics of GODOT for this jam so I could make a web version that easily accessible... but, I wasn't able to learn all the GODOT coding needed to implement the features.  I've been using Unreal and blueprints up until now and hadn't ever written "code" until day one of the jam.  

The features that I was going to implement were items that you could pick up as you swam that could help or hinder you. 

I also planned to not have a visible path, but slowly reveal the path and other things that would make it easier to get to the goal by completing a memory test or mini game upon death.  I need to get a little more coding experience before I can add these features though.
 

Hello again!
This is my first jam with a visual theme, so I can totally understand the confusion. Nevertheless, you did great.

About planning not to have a visible path, I am happy you did not go with that. I think it would be a bit frustrating to die without knowing why. Also, from my experience with the game, I found that the level design focused mainly on the path itself and how the enemies are scattered around it, and that really clicked for me.

Lastly, I know you planned to reveal the path gradually as a learning process when the player dies and completes a mini game, but from my experience with jams, players usually do not wait for these things to happen. They may spend only about five minutes on average trying the game, so that approach might feel a bit slow for them.

All the points mentioned above are based on my past experiences and are not necessarily true.
Again, you did great!