Where I belong by un_kirik

A blobfish, discarded on the surface by poachers, must return home—to the ocean’s depths.
Its journey leads through polluted waters, filled with trash and predators, past cold currents and abandoned zones. The deeper it sinks, the heavier the darkness presses, but only there will it find peace.
Controls:

WASD - Movement. Spam E - Use in emergencies.
Blоp loves eating shrimp and really doesn't like meeting sharks.
Dive deeper. Find your way home.
The game features two comic-style cutscenes. If you've seen both — you've beaten the game! Congratulations! :)
| Link | https://drive.google.com/file/d/1F4r4VFU-9-0fmEWShGX_qgqjntqsW_c8/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/57/where-i-belong |
Ratings
| Overall | 541th | 3.406⭐ | 34🧑⚖️ |
| Fun | 591th | 3.141⭐ | 34🧑⚖️ |
| Innovation | 722th | 2.758⭐ | 33🧑⚖️ |
| Theme | 368th | 3.806⭐ | 33🧑⚖️ |
| Graphics | 460th | 3.609⭐ | 34🧑⚖️ |
| Audio | 312th | 3.5⭐ | 32🧑⚖️ |
| Humor | 338th | 3.056⭐ | 29🧑⚖️ |
| Mood | 509th | 3.452⭐ | 33🧑⚖️ |
| Given | 41🗳️ | 43🗨️ |
I love that you did a twist on this common theme style and changed up our character.
Excellent work on this game?
What inspired the artwork design?
Thanks for the feedback! This was the first game jam for part of the team and our first 3D project in Unreal.
We aimed for a semi low-poly style to simplify animations and model production.
As for the fish transformation—it’s based on a real-world fact! The blobfish actually swells up at the surface and shrinks under pressure in the deep sea.)
But:
1. The blob does not want to swim up / north, and visually it is not clear at all, I tried for some time to understand what was wrong with the controls. The area where you can not swim should be somehow visually marked.
2. It is not clear where to swim. It feels like I swam all over three times and did not find anything. At the same time, I poked in all directions, which is generally bad, there should be some kind of clear goal or direction at least.
3. As part of the previous point, I still do not understand whether this is a top view or a side view. At first it seemed that this is a top view, because of the blob and because of the background. But it is not clear why it cannot swim "north", and where to move at all. Then I remembered the jam theme, and thought that probably it was a side view, and then the goal would be to swim down, but it looks like you can swim "down" for a rather short time.
In general, it is not very clear where we are, how we are and where we are.
Anyway, great job!
Thank you so much!
Unfortunately, we didn’t manage to implement everything we planned. And as usual, did all the testing just an hour before the deadline. :) Thanks for the feedback!
I liked the music a lot, although there were some times when it would cut in and out suddenly which felt a bit strange. That said, the writing, instrument choice, and performance all gave me cool underwater vibes, and it sounded great on both speakers and headphones. I think you would benefit from a mixing pass on the sound effects relative to the music - it's clear from the music that you know what sounds good, and if you want to bring the sound effects to the next level, you almost have to start treating them like tracks in your songs. Definitely good stuff overall though, and the sound effects in the cutscenes really helped sell the story.
Gameplay wise, I'll first give you props that it mostly worked smoothly with very few noticeable bugs. That's always worth a shout out in jams. Well done! That said, I do think there are some potential areas for improvements. For starters, I think the sharks look great, but could be made more interesting - I wasn't sure how they were intended to behave, but I kinda just swam past most of them without issue. When one did start chasing me, it was always super easy to escape them because of how slow they are. If I had to hide from a shark patrolling the opening to the next area, or lure a shark out of a tiny hole I need to get through, that kind of interaction could make the sharks much more interesting. I think you were going for some of that, but in the current state they just aren't threatening enough to quite fill that role.
Beyond the sharks, I felt like the game could've done with more work being put into progressing through areas. Right now it's basically a maze solving game, which works well and is a fun type of game, but I think with this structure you could push it further by requiring players to explore around to find items needed to progress further in the game. This would help players have a better understanding of their goal and a better feeling of making progress as they find items.
Another way to spice up the gameplay could be to hide secret collectables or power ups. Hiding some things around the map that reward players for their exploration is fairly easy from a development side, and has big rewards. Something like a 20% speed upgrade, or a shield that will absorb some damage, something like that. Adding these kinds of things would make players take their time and explore around instead of just trying to run straight to the exit.
The game ran great on my pc, and I appreciated the inclusion of a volume slider. That stuff is always great to see in jam games. Overall a solid entry from an impressively sized team! Good work, hope to see you guys making more stuff in the next jam!
Some of the collision detection I would recommend making unrealistic in the players favor. For example the big clumps of bags, I seemed to get caught in them when I didn't expect to. Maybe try shrinking the collision detection and see how it feels. Otherwise awesome job!