Criteria | Rank | Score* | Raw Score |
Innovation | #420 | 3.363 | 3.500 |
Theme | #471 | 3.363 | 3.500 |
Visuals | #508 | 3.603 | 3.750 |
Overall | #614 | 3.229 | 3.361 |
Gameplay | #619 | 3.122 | 3.250 |
Audio | #620 | 3.122 | 3.250 |
Enjoyment | #1024 | 2.802 | 2.917 |
Ranked from12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
“Nothing can go wrong!” Exclaimed the customers, before attaching an anchor to the top of their submarine.
In this game, you play as a submarine pilot serving customers who wish to sightsee the sea ruins buried deep underneath the Bay of Stars.
As you find new ruins, the customers will request to implement new submarine attachments to “help” with the voyage. They will also periodically activate these attachments, of their own volition.
Players will aim to find as many ruins as possible for a high score, carefully considering whether another voyage is worth it with the attachments they have. The score is only kept when the player willingly returns to the shore after finding a ruin and is discarded if the player dies.
“Nothing can go wrong” applies to the many unforeseen ways the voyage can go wrong, and with the risk management aspect of the game.
What code and assets did you not make from scratch during the jam (if any)?
Fonts.
How many people worked on the game?6
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I really struggled with the controls. but all things considered it was neat, and the control scheme was interesting!
Really loved the concept, only thing is that the menus are a bit buggy/poorly labeled, Like i've got an anchor attachment, and I only had the return to shore button, which opened a death screen, like i had 2 menus layered on eachother at once lol. other then that really good work
Yeah the UI did end up a bit rushed without much explanation. If you got stuck on that attatchment screen, what you were supposed to do is place the attatchment on one of the green spots on the sub.
The return to shore button there is a bit of a funny story, we realised last minute that you could get softlocked if there was nowhere left to put the attatchment when that very almost happened to me while testing, so we decided to add a give up button. The problem was, the person making the UI graphics wasn't able to help at the time so I had to just use the best already existing button available, which was return to shore.
How did you manage to have 2 layered menus? Do you know which menus they were?
Well done! I loved the concept of adding more variables to your ship, and the customization on where you can put them adds a lot to the gameplay!
I like it a lot!!! I think it would be really cool if later you added "bosses" like great whites or giant squids to mess with the player!!
I hope we manage to add bosses! Funny enough, our 3d modeller very optimistically made a couple of huge enemy submarines for that during the jam.
I think the major concern for that would be the difficulty though, it's hard enough dealing with the mines and customers as is, so i'm not quite sure how to fairly implement bosses without making them an instant loss. If you have any ideas for that I'd love to hear them!
Oh I totally get that! Maybe you could make the bosses light/sound sensitive so they only appear on darker/deeper see levels, and the player has to be careful where they shine their lights/ use their noisy jets. Great whites only attack things they're curious about/think are fish, not sure how giant squids work though!
Awesome! But, resolution didn't fit my monitor... It would've been better if i could adjust it!
I Liked the game visuals more than the experience, more becasue the controls felt a but janky and i would apreciate to use my LMB and RMB instead of the Shift and Control. I would also have an arrow instead of an Dot on the map due to it is hard to knwo which direction im going towards. so i never really got anywhere but nice idea anyways!
Feel free to try out my submission me and my friends worked really hard on that game. I would apreciate feedback on what i can change or do better because i want to release it on steam in the future :D