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Ocean Gate Exploration's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #380 | 3.167 | 3.167 |
Innovation | #612 | 2.042 | 2.042 |
Overall | #643 | 2.083 | 2.083 |
Fun | #643 | 2.000 | 2.000 |
Graphics | #663 | 2.083 | 2.083 |
Game Design | #685 | 1.875 | 1.875 |
Audio | #749 | 1.333 | 1.333 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You "Dive Deeper" to find the Titanic
Did you write all the code and made all the assets from scratch?
Yes i wrote all the code and made all the asset from scratch
Comments
I feel like there are not nearly enough wrenches to actually play the game, but it was definitely quite an interesting idea. Maybe add more wrenches and some way to know when you're getting closer to the goal? Or is being lost and exploding the point?
A nice idea for a game, but when you go to the boat several times the character just flies by. And so good work)
I like the idea of simulating actual forces on a submersible, and having that be the basis of the game, and I think it could be better implemented if pressure damage was a function of depth and time instead of just depth.
Also, for short jams, it's important to not let scope creep affect development. This game has two distinct sections, one on land and one in water, the first isn't really the main focus, yet would have taken a significant amount of work to create (setting up controls, physics, assets, etc). Try to keep your focus as a developer on fully developing main part of your game, and branch out from there if you have time.
Great concept and interesting gameplay!
Can you rate my game please? thank you
Smooth movement, I really liked it. A little humour with the name and story :) It was fun to play !
Can you try and rate my game ?
Unfortunately unplayable for me due to the pressure increasing too fast for me. I believe the pressure is tied to frame rate instead of time. I would take a look at the difference between FixedUpdate() and Update(). Art and story is really nice!
Interesting game, but when if you go to the bottom as fast as possible you can get to the titanic without having to collect wrenches.
I get the impression that pressure is tied to frame rate rather than time. For me, it takes about 4 seconds for the pressure to go from nothing to full, which I assume isn't the intended experience. If it is, it's just way too fast, especially considering that wrenches just spawn in at random at points you've already passed.
Too soon? This game didn't make much sense and really needs more polish to be playable. It definitely fits with the theme though!
The game is replayable, you can try reaching the titanic without collecting any wrenches.
The sprites are good, but there aren't that many. In general the controls especially on land are not that great, Unity really is not that good of an engine for small games like these, I would recommend Godot or GameMaker ;)
There are multiple ways to prevent the player from falling into the ocean. You can put a box collider 2D right at the shore of the island.
Another thing I noticed is that the submarine is ignoring colliders entirely and instead is just forced out of sprites, which makes me believe you are just changing the submarine's position depending on input. You can add a Rigidbody 2D and directly change its velocity to get similar results, but with proper collision detection.
I also notice that when you use KB to move, there is some gradual acceleration but when I use a controller, the acceleration is instant. Mid-air movement with the character is a bit too floaty. I believe both of these 2 things don't matter as much, but I wanted to point that out.
Overall, it is not a horrible entry. Falling for eternities while the player character distorts out was a treat to watch
EDIT: I accidentally posted this 3 times, sorry about that
Also for those who don't know how to play this game, there's a good amount of info on the Game page itself.
I believe it is just bug or I did not understand how to play it and in this case sorry...
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