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How does the game fit the theme?
Maintain the levels in your old submarine, keeping them in the "perfect" area. Systems rely on each other and these values must be watched closely in order to win, keeping the theme that "nothing can go wrong"
What code and assets did you not make from scratch during the jam (if any)?
Water material, creator credited in game
Sound effects through Pixaby and fonts through google fonts
How many people worked on the game?1
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Comments
amazing management game, fits the theme well.
My god this game is genuinely stressful. The first person view, the submarine interior, and especially the way all the systems worked believably made it incredibly immersive compared to similar games.
I just barely scraped by with terrible air purity and probably 1% of my oxygen tanks left, I really thought I wouldn't make it. Especially so with this damn corner springing a leak every 0.00001 seconds while I repeatedly overcompensated with the ballasts
The only real suggestion I can come up with is finding a way to make the game begin with that pressure and stress, because for the first 30 seconds nothing really happens, and in my first attempt I just missed a few leaks at the back of the sub because I stopped playing to sip my coffee. Perhaps starting the sub in a bad condition but giving the player a short grace period to fix it could work.