Sink or Swim: 3 Design Lessons We Learned Making Our Underwater Metroidvania

Let’s get the first question you have out of the way right now:

Why would you EVER choose to make a game set underwater?

Yeah, we get it. Everyone’s least favorite level, no matter the game, is always the water level. They’re filled with sluggish movement, irritating…

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We’re an indie game developer sharing the highs and lows of getting our underwater metroidvania, “‘Depths of Sanity,” to the finish line.

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Bomb Shelter Games

Bomb Shelter Games

We’re an indie game developer sharing the highs and lows of getting our underwater metroidvania, “‘Depths of Sanity,” to the finish line.

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