Aquanaut is a fun underwater bullet hell with satisfying bubbles, but I wish it had more to offer
Aquanaut keeps things simple. You descend into an ocean full of weird creatures, shoot anything coming your way, and collect items to survive the next floor. Playing on PC via a ROG Xbox Ally X, I enjoyed that straightforward loop. It looks cool, runs smoothly, and gets entertainingly chaotic. I just kept wishing there was a little more to it.
You wear an experimental diving machine and descend into the Grand Deep, where the ruins of lost civilizations have accumulated. It is a neat excuse for an underwater shooting gallery, though the action was what held my attention. Moving, aiming, and firing your gun make up most of the experience, with a special bubble attack providing the main change of pace.

Those bubbles are the best part. Depending on the effect, you might create an area that damages enemies inside it or unleash something closer to a BFG. A Big F*cking Bubble, if you like. Catching a bunch of creatures in one massive attack feels great, and having different effects gives that ability more purpose than simply being another way to shoot things.
There are also plenty of items that buff your character during a run, letting you put together synergies as you descend. Finding upgrades that work together gives me a reason to keep going. That appeal is familiar from MineGeon: Renegades: the exciting part is seeing separate pickups become a build. Here, those combinations bring welcome variety to an otherwise very limited set of actions.
The difficulty curve could use work, though. Every attempt starts fairly easily and stays that way until around floor 25. Then the pressure ramps up quickly, throwing loads of enemies at you until bullets fill the screen. I like a challenge, but the long, gentle opening makes that sudden escalation feel uneven. Repeating those easier floors becomes less interesting once you know what is waiting below.

This is where I really miss a dodge button. Weaving through projectiles with movement alone is demanding, but I wanted another defensive option when things became crowded. The bubbles help deal with enemies, yet I still felt the absence of a quick evasive move in the busiest encounters.
A couple of control changes would also improve handheld play. Currently, shooting means holding a button while aiming. I would appreciate an option to fire automatically whenever I push the right stick. The bubble attack also requires holding and releasing its button to charge it. I wanted an option to trigger it immediately once ready, especially when enemies were already closing in.

The vibrant pixel art gives Aquanaut plenty of charm, and smooth performance on the Ally X makes it easy to enjoy. There is a good, simple shooter here, with fun synergies and satisfying bubble attacks. More combat options, smoother difficulty progression, and some control improvements would make returning much more appealing. As it stands, I like it, but I wanted more. Thanks for reading!





