i did pretty good at building this. i think
seas are sleeping has one very strong element that it executes very well, being its worldbuilding. The fact that the vertical transitions between parts are seamless and every element above and below the player appears to always exist makes the player feel as if the level is far larger than it truly is, and that it contains a world existent outside the player's influence. The hand-drawn, line art aesthetic makes the level feel more like a retro indie game in many ways, and as this is a genre of games where exploration and worldbuilding tend to be significantly more prevalent, this is something I find to give the level a lot of depth and replayability. The decoration is overall very simple - the structures have minimal design work, the backgrounds (namely the fish in the ocean and stars in the sky) are really only rough approximations of their real counterparts, but I don't mind this because the entire level is built around this abstract approach to building a world. The use of colours to imitate depth, with the fish background in particular having the smaller, further back fish fade to more of a bluish hue from the ocean they reside in, really sell the size and depth of the level's environments despite the lack of any notable effects or detailed designs/backgrounds to support this. Unfortunately, this does end up feeling more like a sketch or a rough draft due to this, as I feel nearly every element could do with some additions to help guide the player around and to truly immerse them into the world (namely the structure connectors leading off into nothing, as the single thin lines feel off compared to the large, blocky structures they support). Regardless of this, though, seas are sleeping is a charming level with a very endearing art style and very solid world building. I would recommend this for Feature and look forward to seeing what Divro creates in the future.
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sorry about this gang