Critique:
Stuff I liked: Art style is great, all-ages friendly and gentle; I can see a lot of work was put into getting it to the spec wanted, and the procedural levels are cool. And the dolphin jumps are fun.
Stuff that could be improved:
Use light. Even without realtime shadows, it should be possible to play with light. Try a quad overlay that feeds in color values and transparency depending on depth, to make it darker / more blue as you dive, better yet, use a directional light from above, but alter the shader to gradually darken / add blue depending on the character depth.
Needs more little bubbles.
The bubbles for air supply shake even if they’re not about to run out. It’s distracting, and doesn’t serve as a good visual cue atm.
Timer for air keeps ticking when the dolphins are doing their tricks and locking out the camera; nearly ran out of air once because of this.
Capturing the treasure is needlessly over-complicated, imo; set the treasure to follow the player if you simply open the treasure box, it shouldn’t take another (finicky) click.
Right now the controls are very awkward on the web demo, and I found myself wanting it to just attempt to follow the cursor. The turtle also seems to get hung up on obstacles a lot, leading to strange and jerky movement.
The timing on the dives seems a bit short, and there’s nothing that adds replay value or a sense of character development atm; needs some power-ups or RPG-esque character development and a scoring system.
I also think it would really benefit from having more emotional context; we’re a turtle, we’re bringing gold to dolphins… but why? I don’t mind a game where the only real conflict is with the timer, but I like it when a game has a sense of being on the journey for a reason; right now, after seeing the fish and coral for a few minutes and capping a treasure, I’ve pretty much seen what the game offers atm.