![]() ![]() ![]() In the game, you must move totem pole’s pieces through a variety of levels while dodging obstacles. Kalimba combines the elements of Puzzle-platform, Side-scroll, Single and Multiplayer video game released for Windows and Xbox by Press Play. We Need to Go Deeper includes prominent features such as Unlock a set of Tools, Customize the Adventurer, Maintain the Submarine, Procedural Generation World, and more. The submarine is equipped with weapons, light, and a shield to stop enemy attacks. During the game, the player will face several problems, including leaks, torpedoes, and more. The game is designed for 2 to 4 players with player interaction in mind and encourages players to shout at each other. To become successful in the mission, the player along with his crew will have to work as a team to pilot a submarine, the only way to experience the underwater environment. The player and his crew need to embark on several voyages into the strange undersea environment called The Living Infinite. ![]() The game is described as the two to four-player co-op submarine rogue-like video game takes place in the Verne-inspired undersea universe. I really oughta hit those guys up and chat with em sometime.We Need to Go Deeper is an Underwater, Co-op, 2D Adventure, Single-player and Multiplayer video game developed and published by Deli Interactive LLC for Multiple Platforms. Making friends with the devs however, is a marvelous idea. I'll probably play it for fun sometime, but we're gonna keep going down our own path since we clearly have differing priorities. That's not to say we probably won't cross mechanical paths (I'm sure we have in several ways already) but to avoid drawing further comparisons I'd rather not go out of our way to play their game with the intent to steal their stuff. While we share similarities, its clear to me their goal is much more horror-based and simulationist (thus their priorities on letting you engage with the submarine and all of its systems inside and out) as opposed to our goals of driving that spirit of accessibility, adventure and humor (thus our priorities on exterior cave exploration, simplified mechanics and goofy-looking monsters and assets). More importantly though, we're not trying to be Barotrauma (didn't even know it existed until recently) and they're not trying to be WNTGD. Our game is animation driven which of course comes with its own set of advantages/disadvantages. Post "X" in the comments if I'm wrongĪll good, thanks for looking out for forum rules but I can see the relevancy here, so we'll allow it.Īnyway, we were made aware of Barotrauma shortly after release thanks to some of their game's hardcore fanbase, and indeed the game looks pretty dang rad! They are clearly a very physics and systems driven game, thus the very IK naturalistic movement of their characters which allow them to do a lot more without worrying too much about custom animation. ![]() If one engine can do something, it is possible, that another engine can do it as well. PPSS: Please don't shred this comment to bits, by saying "Both games use different engines". Make friends, with the devs, of Barotrauma. Try to borrow some elements from Barotrauma. Copy em, make an eerie DLC for this game. They know how to have characters swimming outside of the sub! Contact em, copy the ways, of having characters swimming outside. Be a copycat (add some of your ideas too). I'm also, trying to give Nick some ideas, inspired from this game. Not enough enemy's, too complicated, no caves, sub design is awful, etc.īut, all I'm trying to do, is shed some light on that game. Now, the cons, are almost everything else. Thirdly, it features getting outta the sub. Now, even a game like this, has it's own flaws. If you haven't heard of this game yet, go get it. ![]()
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