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A jam submission

Motion of the OceanView game page

Submitted by OSMstudios, its-dlh — 4 hours, 41 minutes before the deadline
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Motion of the Ocean's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#443.6673.667
Theme#654.0004.000
Overall#2003.2943.294
Game Design#2783.1433.143
Audio#2803.0483.048
Fun#2843.0483.048
Graphics#4572.8572.857

Ranked from 21 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?
We went literal! You actually take a sub deeper and deeper, like Getting Over It, but downwards.

Did you write all the code and made all the assets from scratch?
All code, sound (even music!), and the player are brand new and made for the jam. We licensed a tileset for the obstacles.

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Comments

Submitted(+1)

Wow this movement was insanely difficult. Very rewarding experience lol. The graphics were cool too. The music was also pretty nice. Would've been nice to have the controls shown ingame

Submitted(+1)

Absolutely infuriating. Good work.

Submitted(+1)

It was a great game, maybe the music is a little bit repetitive.

Submitted

Really good and interesting gameplay, I had a blast !

Submitted(+1)

10/10

Controls took a bit to get used to, but once I did it became very clear why it's set up the way it is.


Also, as someone who's new to godot, how did you get the slow rotation? I tried that for my game and no matter what I did it just didn't seem to work.

Developer(+1)

Thank you! I will say, there were a LOT of physics-based movement ideas that we also could not get to work in Godot, which is why movement ended up being pretty simpleminded except for the rotation. But for the rotation itself, we went through some steps to turn the mouse position into an amount of torque to apply to the player RigidBody2D.

1. Got a target rotation angle based on mouse position

2. Computed the difference with the current rotation angle

3. Computed a target angular velocity as the angle difference divided by an arbitrary 0.2 (in theory, the number of seconds we want it to take to rotate that amount)

4. Computed a target angular acceleration as the difference between the current angular velocity and the target angular velocity, divided by an arbitrary 0.1 (in theory, the number of seconds it should take to reach the target velocity)

5. Computed the torque to be applied as the target acceleration times the inertia (which is one of those invisible properties of RigidBody2D you can just use anywhere)

This is the code for that: https://github.com/its-dlh/brackeys-2023.2/blob/final-1/Player/RigidBody.gd

Submitted

That actually makes a ton of sense!

I've been trying to get slow rotation to work on character bodies, it never occurred to me to use a rigid body.

Thanks!

Submitted(+1)

This is a pretty fun little game idea. I do understand that the game should be frustrating, but I still believe the controls could have been just a bit better. Overall a pretty good little jam.

Submitted(+1)

Relaxing game with a unique but challenging control scheme. Maybe a tutorial would be helpful, but not bad overall!

(+1)

The controls are very difficult, I was able to move all along the border but it takes too much

Submitted(+1)

Great idea, and mostly fun implementation. I feel like the impulse on pulling yourself could be much higher - with current I ended up making like 6 click per second to slowly traverse down. 

Submitted

Cool

Submitted

Good job!=) Voted

Submitted

Wow, really creative idea ! Cute graphics. Nothing to say. Good job!

Can you try and rate my game ?

Submitted(+1)

Fun little game! I managed to escape the map by going underneath the starting island XD! I feel the submarine could have a larger force when moving, especially when the anchor is often just a bit too short in some places.

Submitted(+1)

Definitely fits the theme. I just found the movement a bit too frustrating, I think it's because the submarine doesn't go very far when launching and when anchored the submarine completely stops. Maybe it would help if it kept some of your movement so you could build up momentum. Otherwise great job

Submitted(+2)

my mouse hates me after this this game)

Submitted(+1)

Very original movement, however a bit frustraining

Submitted(+1)

It's a great game game, but it could do with some improvements!

1. The Upward force,  buoyancy is too strong. The only way to go down is to cling to walls.

2.  You could add some other types of platforms, such as ones that trap you, ones that attract you, ones that bounce you etc.

3. You can also add oceanic Currents, that push the player (and other things, hint hint!) into a certain direction


Otherwise, It's a great game!

Developer

Thanks for the feedback! There are actually some currents just a little further down, but they're meant to frustrate the player even more. Yeah, it's that kind of game. ¯\_(ツ)_/¯

Submitted(+1)

Nice take on th the theme and with the (excellent) music it is a very cozy and nice game to play. And just as frustrating to get further down at times. Awesome job!

Developer

Thank you!

Submitted(+1)

nice song :D had fun launching myself around once I got the controls down, hard to control but in a good way :) made for a unique experience, well done!

Developer

Thank you very much! "Hard to control but in a good way" was exactly the goal. :)

Submitted(+1)

I wish I could get the concept but the controls did not seem to work sadly. The anchor ⚓️  did not really help me progress enough sadly. 

Developer(+1)

Sorry that it didn't work for you! I did add some tips to the description that may help, but I'd be happy to investigate further if things do seem to be broken.