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Sea of Debris's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3161 | 2.385 | 3.200 |
Overall | #3262 | 2.460 | 3.300 |
Originality | #3309 | 2.609 | 3.500 |
Presentation | #3532 | 2.385 | 3.200 |
Ranked from 10 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 may never fully be in control of your ship under the ocean's tides and currents, but will you survive them?
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
This is a nice game that matches the theme fairly well. I really like the primary visuals of the game, but the areas of water that control your movement didn't really fit with the rest of the aesthetic in my opinion.
I found the game a bit too easy for a while. The tiled areas that control your movement were actually really fun to travel through and I think that mechanic could have been brought more prominently into the game. Overall the game felt nice to play and I had fun, thanks!
Thank you for playing :D… The tiled areas really could’ve been more prominent but I didn’t think at the time i would be on schedule if i tried to “over complicate” the generator to make it better, so i settled on a really simple timer-based generator to keep everything moving
Good idea and solid execution. I think you can ramp up difficulty quicker, and water is too bright. Well done!
Nice! Solid concept and execution.
I do feel the current is too fast for the game. Your ship and the debris move at a similar speed, but the current goes so much faster. Either everything should be more frantic (and so the ship would have better reaction times) or the current should move at the speed of the objects.
Well, the main idea for the current is to almost fully sway the player(and debris) off course, so you can barely move against the current
I don't know, it didn't feel "fair" to me. That's a super subjective concept so take it with a grain of salt and compare it to what other people are saying, but I just didn't feel equipped to deal with that, it was free damage. As I said, if the whole game was super quick, then it would be another thing. Or if the whole game was about charting a course and controlling your speed to keep on that course, that's another.
As it is, the current is too fast to fight and it removes the tactical aspect of the game. I'm just spitballing here, but even constant but slower movement seems like a good option, as you have to turn and control your speed while the curret takes you away. Something to work on, work against, but not something that just makes you take damage.
There is a really big chance you are right(couldn’t get my friends to play test it). While i was playing I made sure you can escape each and every type of current, or at least maneuver in it to dodge the debris, but since i created that thing i really doesn’t have a spot in saying if it is really balanced and easy enough..
Thanks for playing tho, means a lot to me
It's a fun concept and I thought the beggining text was really funny.
Well Done!
Fun gameplay, but I think you needed too have bit more darker colours for the water.