If you threw Europa Report, Aquaman, Abyss, The Core and maybe a touch of Valerian and the City of a Thousand Planets into a witch's cauldron and made it spit out a comic book, you'd have this story. Add in a Myst-like atmospheric soundtrack and you have the game "Mermaids of Ganymede".
You play the commanding officer of a research vessel that crash lands on Ganymede, or rather crashes through the ice layer and sinks to the bottom of the ocean surrounding the core of Ganymede. Soon it becomes clear that you are not alone in the icy depths, and there is a whole world down there that no one knew about. Can you repair your ship and radio for rescue? Or will getting home require a different skill set you never thought you'd need on this mission?
The game is broken up into five chapters. The odd numbered chapters play out much like a traditional choice-based game, with you selecting a story path at various junctures, and making dialogue choices along the way. The even numbered chapters play out much more like puzzle-centric games, reminiscent of "Tavern Crawler" from IFComp 2020. The interface remains the same, but rather than being pushed down the main plot line with some ability to steer, it becomes much more open world, with you able to go to a wide variety of locations, backtrack as much as you'd like and have to solve a puzzle of some kind to be able to reach the next chapter.
I liked the story chapters a lot more than the puzzle chapters. In Chapter Two it took me awhile to realize that was what was going on and it threw me off a bit. Chapter Four (Spoiler - click to show)is a maze that is hard to wrap your head around the geography of given the very brief descriptions. Additionally, you can die (which I did four times before finally figuring out the right order of actions) and have to restart the chapter. That threw me out of the rhythm of the story. I think I would have rather than whole game been like the odd chapters.
The story itself was fun, if a bit cliched and not terribly deep, but I think appropriate to a game of this length. It did feel like the author was throwing every idea they had against the wall to see what would stick. The best part of the game were the multimedia elements and the atmosphere. From the illustrations, to the color of the text, to the background music (different for each chapter), it was easy to really see myself in the world that the author had created and stay immersed in the story.
The game is very polished and well worth your time, a great improvement from the author's entry in IFComp 2020. Given that improvement and all the things that worked well in this game, I'm eager to see what the author comes up with next.