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Diving Bell Mayhem's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #43 | 4.121 | 4.121 |
Innovation | #50 | 3.636 | 3.636 |
Fun | #92 | 3.530 | 3.530 |
Game Design | #94 | 3.591 | 3.591 |
Overall | #94 | 3.520 | 3.520 |
Graphics | #282 | 3.318 | 3.318 |
Audio | #317 | 2.924 | 2.924 |
Ranked from 66 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're using a diving bell to dive deeper into an ocean chasm.
Did you write all the code and made all the assets from scratch?
All code and visual assets were made from scratch. Some audio assets were imported, they're referenced in the game's description.
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Comments
The ambience is beautiful, perfect. down to the minute details. the shooting is just OP, maybe needs a 0.2 - 0.3 delay between shots.
I Loved the shop system, its beautiful.
i didn’t understand the game at first, but then i understood it nad it was fun!
I'm not sure if I'd want to limit how frequently the player can shoot, since it's how you navigate, but I can definitely experiment with lowering range or decreasing damage if the player shoots too much. I'll also work on a tutorial section.
Thank you!
I forgot that the shooting was the main thing for a second there. yes your idea is awsome, decrease the damage depending on how many shots per second they were or the range using an int amount_shoot and a coroutine nerf() you can yield return new WaitForSeconds(time) time = float (1-3f); and then check if the amount_shoot exceeds a certain amount by int cap_amount and then decrease range and stuff for 5 seconds! you can add the amount_shoot++; / amount_shoot += 1; / amount_shoot = amount_shoot += 1; in your shooting() function.
this is my visualization of how it’ll work. it may be a little complicated or just a mess everywhere.
But the game is awesome for what it is and how it used the theme well especially the physics in it! (rope)
I'm glad you like the idea!
You suggestion for how it should work however seems to be in C#. C# is a real programming language, and unfortunately I only know fake languages like Python and gdscript.
Fake? bruv, if it’s fake it wouldn’t even function XD
Python and Gdscript are AWESOME and POWERFUl languages. Godot has great potential, and Python is great for all needs, python game library may need around 3-4 years to be a master on it. i have 3.5 years of development and i suck at some things. but i am improving one by one, just like you do!
I think the sound design here is great, the shooting sound is a bit repetitive, but the music and menu interaction sounds are heavily appreciated.
I do agree something should be done to keep the player from exiting the viewport, as at that point you effectively lose control of the player as well (all momentum from shooting will result in pushing the player higher out of the viewport).
This is a great concept and very unique, great job!
I have pushers (for lack of a better word) in this version, but it quickly became apparent that they weren't strong enough. I've improved them in an updated version that I'm working on, they're tiered now with weaker pushers near the viewport (so the player isn't sent flying to the other side) and much stronger pushers that are a bit farther away. I'll also see what I can do about randomizing some of the sound effects.
Thanks for the feedback!
Chain mechanics was smooth. Nice to have upgrades. Would be nice mobile game. Excellent job! Sounds a bit annoying . Other than that really unique game.
Thanks. Also the sounds can be turned off in the options menu.
That was a really clever game. The ability to dodge using you gun made it a really fun challenge. Great job!
I really liked this game, the mechanic of shooting to dodge things is very interesting! The visuals are really good too.
Interesting game idea. I didn't quite understand how to dodge the fish. I guess you have to, since you can't hit them. In my opinion it would have been nice to have the movement constrained to within the viewport, but it's not a big deal.
You should be able to shoot the fish, they're just a bit small. With the default gun red fish take 3 hits and swordfish take 2, maybe that wasn't expressed clearly enough in the game.
Oh, I must have missed a lot then, I played it again and scored 1800 points, something at least. I guess if I hadn't been spamming around I probably would have noticed when a projectile hit, so I don't think it's necessarily due to lack of communication.
No, it's really valuable feedback. I only added an audio cue to hitting an enemy last minute, and before that it wasn't really clear that you were actually damaging them. I'll probably add a small particle effect, or see if I can alter the shade of the sprites for a few frames so there's a visual cue too. Thanks!
This was really fun and a unique idea with using the recoil to move back and forth across the screen. Well done!
Nice game! A diving bell that dives deeper into the abyss is perfect for the theme, in my opinion! I really liked the way movement works with the gun's recoil, tho I have to say it is a bit hard to control due to the phisics-based movement, and the player can get outside of the screen pretty quick if you shoot too much. The landscape feels a bit empty, I would love some indicator that you are going deeper, like some different tiles when you get to a certain depth, or some different enemies and hazards. The swordfish got me consistently low on life because it was too fast and I didn't see it, or while shooting it I got moved around and crashed on hazards or terrain.
In the end, a very simple but interesting and fun game with a great theme, it just needs some extra polishing, and maybe some added content. Keep up the good work! :D
I guess I got too used to the swordfish while developing it, I'll keep that in mind for the future. Also, regarding the bell getting off screen, there are pushers to the right and left of the screen that should push you back to the middle. It was hard to balance it though, since if they were too strong you'd just get pushed to the other side of the screen. I'll add multiple layers of pushers that get incrementally stronger, and maybe an arrow that points to where you are if you're off the screen.
I'm also working on improving the landscape as I'm writing this.
Thanks for the feedback!
Wow, game was really great . you made movement system based on the recoil.. It took me some time to understand the game but after getting the controls it was really fun..nice work
I enjoyed playing this game and infact played it a few times! It was cool to see how we had a similiar-ish take on the theme but liked the fact your movement system was based on recoil - something that is hard to get right but you did well! could 100% see this on the mobile app store and being a game to pass the time while traveling! Good job!
A lot of recoil-based movement games feel way too out of control for me, but this was just perfect, I always felt like I had a handle on controlling the diver. You captured the floaty underwater movement in an incredible way. Whenever I hit a wall I felt like it was due to my own failure and not some issue with the game's movement mechanics.
I would have liked to have been able to hold the mouse to auto fire instead of continuously clicking. The ambient background is nice, but some real music like on the title screen might have made the game feel more lively.
Overall, what was really missing is just... more. More upgrades, more enemies, more powerups, would be awesome to see.
Thanks! It's great to hear that the movement works well for you!
Strange that you couldn't hear the menu music though. I know when I was testing it, the engine's remote debug had a issue where the menu music wouldn't play when the game loads, but that bug seemed to vanish when I uploaded it to itch, so it could be a browser specific issue. If you don't mind, try reopening the game, and either go into the shop or start the game and then return to the menu, that seemed to fix it in the engine. I'll test the game on a few different browsers to see if it's an issue with any of them. It could also be that the ambient background was drowning out the music. There's separate volume sliders in the options menu for both background and music volume in case that was the issue.
I'm also thinking of making a post-jam update with more content. I've already started debugging some of the issues with the current version, but there are also scrapped mechanics and new ideas that I'm tempted to implement. For example, there's an entire boss fight mechanic that I had to scrap due to time and technical constraints. And I could also add an option to switch to autofire (or make it an upgrade).
I might not have been clear, the menu music was good, I missed it while playing the game. Looking forward to future updates.
Oh, that makes more sense. Good to know it isn't broken.
I was thinking about having the menu music play everywhere, but I figured that something more intense was needed for the main game (I could be wrong though). When I add more menu features there will at least be a reason for it to play for longer.
In case you're interested, I've just added some new powerups into the game like you suggested. There's now a shield, a shotgun-like upgrade, and an explosive bullet upgrade (and of course I'm keeping tripleshot). They're ridiculously unbalanced at the moment since you can stack them (my highscore went from about 45k to over 100k), but I'm thinking of adding a battery and radar shop upgrade to counteract that (the radar would affect the rate of upgrades appearing, and the battery would affect powerup time limits). Still haven't gotten around to autofire or enemies, but I figure this is a good start.
Also, I finally figured out shaders, which is why the background it different.
Thanks again for your recommendations!
Easy to grasp and fun, nice entry!
Very interesting and original gameplay!
Loved it! could be great mobile game to kill time!
It technically works on mobile. Just play with the sound off if you value your ears.
Rated It!
Simple yet very original concept. Combining shooting and steering felt very creative, as was attacking and collecting at same time. Always a big fan of rope physics too!
The idea to make the bell being controlled by recoil is just amazing! Well done! (Also hardcore, I love it)
This game is super creative, and it's really fun!
Thank you!
I love the feel of the player movement!
pretty fun game just played it for 20 minutes and got a high score of 18150!
Nice! Thanks for playing!
That's a creative way of doing player's movement, i like it! The game in overall its nice, quite like that addictive mobile games.
Thanks! I was aiming to make the gameplay loop addictive first and foremost.