KigyoDev
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Preview: Polishing Deep Sea Valentine

Preview: Polishing Deep Sea Valentine

May 27, 2021

I've received feedback that the walking parts of Deep Sea Valentine aren't very fun. But obviously, I want my players to have fun during all parts of my games. So to freshen up Deep Sea Valentine for the summer, I've been going over all the maps a second time. The new update should be out next month!

Compare the following two screenshots of Inia's home. What differences can you spot?

They should be pretty easy to catch, but I'll list them anyway:

  • Major condensation of the maps. I'm making all the maps about 33% smaller, while keeping the general layout the same. This should make exploring a lot more interesting, since all events and landmarks are closer to each other, and enter your field of vision more quickly!

  • I've added rounded corners. Softening those sharp edges should make the underwater world look a lot more natural!

  • Sea stars can now be on the ground as well. Because why shouldn't the floor be just as colorful as the hills?

  • Less seaweed. I've decided to use the seaweed a tiny bit more sparingly, both for aesthetic and engine performance reasons.

I've also added a new preference slider! It currently only works from the main menu, but I'll see if I can tweak that a bit. Either way, I think everyone's going to be glad to have more options!

But my work doesn't stop there. If you've played Deep Sea Valentine, are there any other quality-of-life improvements you can think of? I'll try to add them if possible!

↓↓ Let me know below! ↓↓

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