The Aquatic Adventure of the Last Human - приключенческий платформер, сюжет которого происходит глубоко подводой, события которого развиваются в далеком будущем на планете Земля. На улице 2971 год, главный герой - пилот небольшого космического корабля возвращается с долгой, сложной экспедиции и застает Землю разрушенной и полностью затопленной. Со временем вы узнаете, что все человечество погибло, чтобы разобраться в сложившейся ситуации, вы отправляетесь исследовать затопленные уже подводные города. Вам придется сразиться с жуткими, страшными морскими монстрами, у каждого из них есть свои умения и свои разрушительные характеристики. Пройдя множество подводных комнат, вы столкнетесь с Боссом, от вашей битвы будет зависеть, кто пойдет на корм рыбам, а кто останется живой.

The Aquatic Adventure of the Last Human is a metroid-vania styled action/adventure game where you play as the navigator of Argo 9, a spaceship/submarine hybrid, thrust back to Earth in a time after humans have gone extinct. Whereupon one will have to explore to uncover the reasons for humanity's downfall meanwhile encountering monstrous sea creatures.

The focus of this game lies in exploration, story and boss battles. It is up to the player to determine if the ruins of our species is a travesty or an inevitable conclusion.

The Story
We tried to make the story as tangible and close to home as we could while still retaining the post-apocalyptic sci-fi feel to it. Defining themes for the game are : climate change and existential questions of our impact on Earth.

The story will mainly be told through the visuals and some extra information through holo-tapes, which is a form of semi-physical cloud information. Imagine it as fragments from an internet based consciousness. Since there are no humans to maintain any technology left the only things left working are automated machines that have stayed in power through the central power line that leads to the facility.

The World
The background story of the world we have imagined is that the water rose by an unpredictable amount due to global warming. The sun started losing power and the Earth's surface froze over. Humans were forced to live underwater, where they could still harvest energy and grow food, changing how cities and districts looked. As resources began to dwindle in the year 2971, sub aquatic spaceships were sent to a nearby worm hole to look for habitable planets. Things did not go as planed.

Different areas will have distinctly different feelings to them, both the music and the natural environment is thoroughly thought through to fit the setting. We want to get the player to recognize different areas based on their appearance and atmosphere so that they can create a complete picture of the world we are creating. Just a few of the locations included:

The Cold Surface
The Crossroads
The Seaweed Forest
The Facility

The Gameplay
Freedom of Exploration
What is a good adventure story without some exploration and discovery. In the spirit of classic metroid-vanias the game-world will open up as one unlocks new upgrades. There will be about 10 upgrades that can be found, for example:


Keeping it Simple
We wanted the weapons and tools to be concrete and definitive. They should feel intuitive and natural in their uses so that progression is not halted by overly complex mechanics.
The Harpoon will be you're primary method of causing harm. Get up close and personal; you can spam the spears. Stay back and out of danger; slow precise charged shots.

Boss Battles
We decided early on that we wanted to exclusively make boss battles because we saw it as a great way to differentiate the exploration moments with the action moments. Only having bosses gives us a more focused goal on making them as fun and rewarding as possible. Right now there are 9 unique bosses each with different attacks and ways to kill them.

As one kills the fish and sea creatures a monster log is unlocked and the player will be able read about them and their story as well as see a more detailed picture of each boss.

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