Submerged is a cozy, but yet emotional game about a sister, who is forced to loot for items in a city submerged in water to save her brother. as you scavenge and scale buildings, you learn more about the city and its inhabitants and what happened to your family. I found the atmosphere of this game to be perfect and I enjoyed my time with the game, but the janky and repetitive gameplay (to complete the game, you have to retrieve items from 10 different buildings) occasionally combined with kind of ugly graphics hindered the experience. the gameplay really reminded me of Jusant, although it's nowhere near as polished, but I still enjoyed exploring the sunken city and just driving my boat all over. the music is beautiful and it combined with the slight eeriness of the empty city made the game quite enjoyable. if you liked Jusant, you probably like this game as well ~
Se focar direto na história pode ser uma experiência boa, eu resolvi explorar e encheu o saco a ''gameplay'' é MT simples, sabe aquelas pedras sobressalente que tu bate o olho e sabe que tem q subir, é isso, o jogo todo é achar 10 ''torre'' que são prédios, escalar pegar uma caixa e ir atrás de outra, n tem combate, n tem puzzle, n tem desafio. A exploração é chata pq é tudo igual, tu olha o universo e vê milhares de possibilidades mas o jogo n da nada, tudo tu bate o olho e sabe o q é, um construção aberta ali vai ter um segredo sem graça, um prédio q só restou as paredes, uma peça do barco... A história ate q gera uma curiosidade mas ♥♥♥♥-se... 37 reais eu me arrependeria legal, mas paguei 4 pila, valeu pelo jogo perfeito...
Just the climbing bits from Uncharted like games mashed with story telling through mural like objects like in Abzu. But both aspects done rather poorly?
The game tries to sell itself as a relaxing exploration game without combat but fails to provide any good incentive for exploration. I hope this was just the devs trying to figure out how to make a game and a proper game is coming with this concept in the future.
The game tries to sell itself as a relaxing exploration game without combat but fails to provide any good incentive for exploration. I hope this was just the devs trying to figure out how to make a game and a proper game is coming with this concept in the future.
It's hard to describe what exactly about this struck a chord with me. It doesn't do anything novel in its mechanics and there is some jankiness to them, and it certainly doesn't have AAA production quality.
And yet, I still found myself completely absorbed for the few hours I got to spend in the small, tranquil world that Uppercut Games created.
And yet, I still found myself completely absorbed for the few hours I got to spend in the small, tranquil world that Uppercut Games created.
Probably the most generic platformer/collectathon I've ever played. Thats not to say it was... "bad?" The premise being a sister trying to save her brother is compelling. And she physically and visually gets weaker as the game progresses which is a nice touch. What I also like is how it is told with no dialogue. The design of the flooded city is also striking.
This game had a lot going for it but sadly the gameplay is so repetitive and uninspired. There also isn't anything mechanically going on. You automatically climb things, and you can't jump. So you're basically just running into walls the entire game. Her run speed is also super slow so the game feels like a slog start to finish.
I think what could have helped this game a lot is if getting to each tower was more free but also complicated. Like you would have to zip from one tower to the other to gain access or something. There ARE zip lines in the game that you use... 1 or 2 times?
You just use the boat to go everywhere and it adds to the dullness.
It is a fairly cute game but I'm not going to remember after a few days.
This game had a lot going for it but sadly the gameplay is so repetitive and uninspired. There also isn't anything mechanically going on. You automatically climb things, and you can't jump. So you're basically just running into walls the entire game. Her run speed is also super slow so the game feels like a slog start to finish.
I think what could have helped this game a lot is if getting to each tower was more free but also complicated. Like you would have to zip from one tower to the other to gain access or something. There ARE zip lines in the game that you use... 1 or 2 times?
You just use the boat to go everywhere and it adds to the dullness.
It is a fairly cute game but I'm not going to remember after a few days.
It's kinda sweet. This might be the first game that actually manages to tell a cohesive story using no words but only archaic geometric drawings, which has been a gripe for me for a long time. Gameplay-wise, it lacks a bit of depth and is the climbing version of a walking simulator. I'm not sure what could've been done to alleviate this, as a Tomb Raider style dramatization non-stop would be exhausting (and too expensive to make), while platformer gameplay with the possibility of failure wouldn't fit in the setting if you die three hundred times.
It does raise interest in its sequel though, as you can do a lot more things with this setting. And it doesn't have a stereotypical sad indie game ending, which I also appreciate - it would've been very easy to implement.
It does raise interest in its sequel though, as you can do a lot more things with this setting. And it doesn't have a stereotypical sad indie game ending, which I also appreciate - it would've been very easy to implement.
I'm not really certain on what occasion someone had the bright idea to say, "Hey I just want to make ICO, without any of the charm or interesting themes built around it, stretched out with inoffensive climbing and collectibles to pad out it further with a meaningless story, wrapped in a very disgustingly muddled aesthetic," but someone did. That's the most charitable way I can put this, a rip-off is probably better worded and more apt. (2/10)