Ha =) Thanks for the warm words.
Regarding a full version... I don't know. If I develop it further, it would become my first major project. Moreover, in its current state, I doubt it would appeal to a broad audience: the gameplay is too atypical with a high entry barrier.
Scrolling text? Hmm... (. ❛ ᴗ ❛.) If you could describe the problem in more detail, we might be able to help.
q(≧▽≦q)
Creator of
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Yeah, the game is indeed not easy: I never managed to help Claude either...
During development, we really focused on originality. As for the memory issue: because the size of a GET request is limited, I had to optimize the amount of data I put in there. Here's what I ended up doing: I save the dialogue history, separately ask the AI to summarize it briefly, and then pass that summary to the AI that controls the character.
So yes, the fish do have memory problems (ironically). I tried switching to POST requests, but the API I'm using simply doesn't accept them...
Glad you appreciated it. There's no shame in needing hints for the fish — I struggled with them myself (it's a balance issue: the mechanics are non-standard, so the usual levers for adjusting difficulty are simply absent). Claude himself is a classic case of professional burnout. (He's a clownfish — what could be more fitting?) The expectation was for the player to help Claude, at least temporarily, step out of his role. (Honestly, I don't have a specific algorithm in mind to achieve that result. You'll probably have to improvise as you go.)
Thank you for the kind words! q(≧▽≦q) About Felix: he really is a very unpleasant character (at first glance), and with him, we definitely overdid the difficulty. To be more specific, he's a textbook example of how traumatic experiences can shape a person: his aggression is a defense mechanism. (Literally like a pufferfish—that seemed funny during development.) The idea was for the player to help him realize this, and that's how the mission would end... but, well, the mechanism works a bit too well. >__<
Wow, your game and mine are probably the only ones that primarily interpreted "deep" as a dive into the mind/consciousness...
Honestly, you have a super cool concept and an excellent cyberpunk atmosphere. (It strongly reminds me of "Lane Experiment" in some ways, and that's not a bad thing =)
The audio design, while simple, fits perfectly. The visuals are just superb.
Oooh my gosh, it's a game about little submarines! (/≧▽≦)/
I just can't be even remotely objective about this... it's wonderful! \^o^/
A super cute, chill game with a lovely atmosphere and really interesting gameplay...
I finished in the standard 30 minutes, and had about 6 left by the end — perfectly balanced timing. Enough to figure it out and actually play through.
This is magical, thank you, it was so much fun! (p≧w≦q)
The eyes... While the theme isn't new, it's far from overused, and in this interpretation, it truly blooms and comes alive.
A very unusual core mechanic and great attention to detail. *Special thanks for the language selection option and the convenient main menu.
A project with soul and solid execution. Glad I decided to play.
So, we've just pushed an update! The character on the first level is now more positive, and hopefully, the language problem is fixed. About the patient AI: it's the regular DeepSeek model (via a free gateway) prompted to play a specific role. Yes, it has some rough edges, but give "The Deep Session" a chance, and it might win you over =) It's a classic case of being carried away by a cool concept and then struggling with the balancing act, which can hurt the initial fun...
While testing my own game, I thought I had overdone the difficulty and that no one would ever see its second level. This game proved me wrong — the issue wasn't the difficulty, but my own two left hands XD
Basing gameplay on physically accurate object behavior is a really interesting concept. And the minimalist design is a perfect solution for tight deadlines
After publishing my game, I wanted to see how others interpreted the theme of "depth". It seems my attempts to subvert the concept of descending into depths were unnecessary. Because in your game, the literal descent is executed superbly. It's a meditative, pleasant experience with a unique ambient feel. Perhaps my own post-ironic dive into the "depths of the fish consciousness" was a much less successful concept...
Out of what I've had the chance to see so far, this game stands out in a very pleasant way. Interesting visuals. A decent concept. However, the looping background track starts to grate after a while, and the character sprite feels too large, which is a bit disorienting. Other than that, I had a good time with the game.

