The base idea here is solid. "Eat small things to get bigger so you can eat bigger things" is a tried-and-true idea that has stood the test of time. I just wish I liked anything else about this. I think it feels kinda bad to control, the ui isn't terribly intuitive, it's not always clear where to go, and the ending felt a bit nonsensical. Maybe the most tragic thing is that the art didn't really do anything for me. It's trying to be a little bit gross and weird but it just doesn't land for me. It's not gross in a repulsive way like Binding of Isaac is and it's not gross in an interesting way like Nidhogg 2 is. It somehow manages to be a very bland type of gross. Oh, that fish has a human face? Yeah I played Seaman, that's nothing new.
But all that said: it's free and there's certainly worse ways to spend ten minutes, so maybe just give it a shot anyway.
But all that said: it's free and there's certainly worse ways to spend ten minutes, so maybe just give it a shot anyway.
o ciclo da natureza é difícil e cruel, somos carnes até nos tornamos predadores, mas perante o homem somos só alimento.
nascidos em um ambiente escuro, esquecido em meio a pobreza, onde ou você mata ou você morre, sobreviver a qualquer custo, e quando estamos prontos para sairmos de lá, não importa, quem tem poder na sociedade sempre vai nos usar como carne fresca.
nascidos em um ambiente escuro, esquecido em meio a pobreza, onde ou você mata ou você morre, sobreviver a qualquer custo, e quando estamos prontos para sairmos de lá, não importa, quem tem poder na sociedade sempre vai nos usar como carne fresca.
Extremely short, but very fun while it's going. Basically one of those games where you pilot some sort of sea monster embryo and grow, vanquishing those bigger to have it all ended.
It's a comment on the futility of existence, which im always down for.
Perfect little companion to a game like Scorn which i also finished recently. You get the longer form work, and the shorter one.
Another thing with this is that its style is very unique. Ive seen plenty of squishy unnerving art styles, but this one only has the thematic similarities, as opposed to Scorn apeing the Giger language. It has its own look which i love about it. Not really fair to directly compare the two, but both are recent exposures ive had.
The actual gameplay is totally straightforward, and if youve played anything similar, youll understand its basically a subgenre of shmups, and it functions largely the same as Osmos, Spore, and im sure several others.
It's a comment on the futility of existence, which im always down for.
Perfect little companion to a game like Scorn which i also finished recently. You get the longer form work, and the shorter one.
Another thing with this is that its style is very unique. Ive seen plenty of squishy unnerving art styles, but this one only has the thematic similarities, as opposed to Scorn apeing the Giger language. It has its own look which i love about it. Not really fair to directly compare the two, but both are recent exposures ive had.
The actual gameplay is totally straightforward, and if youve played anything similar, youll understand its basically a subgenre of shmups, and it functions largely the same as Osmos, Spore, and im sure several others.
Pretty fun little game! About as simple as one can be, with only left clicking to move and right clicking to dash, I think the art and sound carry this neat game to a higher rating than it likely "deserves". Orro is a simple, very effective, fear-inducing motivator.
It's free on Steam if you're bored today.
It's free on Steam if you're bored today.
Swallow the Sea is, at heart, a spawn of Spore. Maxis' overhyped and underdelivering 2008 flagship title left a bitter taste in the mouth of many who played it expecting a gaming revolution. Yet the core idea of gamifying evolution persists, the meme is still appealing enough that some still harbor the dream of being able of going from the most humble form of life forms to something much greater. Determined, ambitious, or just straight up stubborn (mostly inexperinced) designers would attempt to make "Spore, but good", with titles like Revolutionary Games' Thrive and Wickworks' Crescent Loom. The result are projects that have been in development for years and have little hope of being completed. The process of designing the very systems of life itself becoming a neverending series of stumbles through the darkness. Some might even call it a nightmare. How ironic that the game that most strives to be one would be the only release to see the light of day.
Swallow the Sea works because of its laser-focused approach, that of a survival horror experienced through the lens of Spore's most compelling early gameplay loop: being a small, slowly growing cellular creature that goes from scavenging scraps to become the "big dog" leaving such scraps behind; from hunted to hunter. It helps that the setting is a positively rotten seascape inhabited by a fauna that strikes a delicate balance between cute and horrifying.
What separates Swallow the Sea from the rest of the pack is its willingness to explore what it means to evolve beyond just gameplay mechanics. It employs a grim (and almost comically unsubtle) commentary on the cycle of life, which is only reinforced with its ending. Did evolving actually make us "better"?
Does it even matter?
Swallow the Sea works because of its laser-focused approach, that of a survival horror experienced through the lens of Spore's most compelling early gameplay loop: being a small, slowly growing cellular creature that goes from scavenging scraps to become the "big dog" leaving such scraps behind; from hunted to hunter. It helps that the setting is a positively rotten seascape inhabited by a fauna that strikes a delicate balance between cute and horrifying.
What separates Swallow the Sea from the rest of the pack is its willingness to explore what it means to evolve beyond just gameplay mechanics. It employs a grim (and almost comically unsubtle) commentary on the cycle of life, which is only reinforced with its ending. Did evolving actually make us "better"?
Does it even matter?
This sort of game where the premise is essentially "eat the small thing to get bigger so you can now eat bigger things" is pretty cool to me and the direction Swallow The Sea takes it is also very cool. Rather than honing in on the arcade style gameplay like many of these do, Swallow The Sea ends up going down a more atmospheric, grotesque route. I love how every creature ends up being a strange, eldritch horror with this constant idea of there always being a bigger threat out there, making all progression come with a sense of tension as well as you're waiting to see what horrible threat awaits you. A very tightly constructed 10 - 15 minute game that made for a great little experience, even if it would have benefitted from being a bit longer to further solidify this enrapturing atmosphere.