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Holy Diver's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #22 | 3.353 | 3.353 |
Theme | #39 | 4.059 | 4.059 |
Originality | #47 | 3.176 | 3.176 |
Graphics | #48 | 3.000 | 3.000 |
Fun | #50 | 2.765 | 2.765 |
Overall | #54 | 2.958 | 2.958 |
Accessibility | #67 | 2.353 | 2.353 |
Controls | #84 | 2.000 | 2.000 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.4.2
Wildcards Used
Sound of y'all
Game Description
Explore the ocean depths, overcome various obstacles and find the hidden treasure. There is also a little plot twist, it will be up to you to find out!
How does your game tie into the theme?
You have to explore the depths of the ocean.
Source(s)
N/A
Discord Username
H0pe86#1116 SintomaticoMr0#1449 Will_Dg#7826
Participation Level (GWJ Only)
That's our first time
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Comments
Nice work! A very aesthetically pleasing game.
Like others have mentioned, I think the movement needs some work, and I think I know the problem.
I would bet that you have an input method that is doing something like:
if event.is_action_pressed("move_right"):
move_right()
if event.is_action_pressed("move_up"):
move_up()
etc.
(not sure if that formatted properly)
Instead, what you should do is create a vector, using var vector = event.get_vector("up", "down", "left", "right") which is a new feature in Godot 3.4, and that will basically give you a (non-normalised) vector with both axes between -1 and 1, and then you can just use that vector in your movement script instead.
Hope that helps! I learned this strategy in the jam as well to control the barracuda.
I love the flash lights even though it's a bit confusing since you're constantly pointint it in new directions everytime you swim. It creates this very cool, mysterious atmosphere for the game! I also love the amount of creatures that you added, but since the flashlight is kinda small and not able to always point to one direction, it's easy to miss them and die. Besides that, I love the rooms but they can get a bit disorientating.
I'm not precisely sure if I actually found a softlock or not, but it seems I am stuck in a series of rooms that I can't get out of, as the only door out is locked on the wrong side, and the only other exit I can find is blocked by a very fast geyser that I can't seem to dash past.
I like the variety of enemies and other objects in the underwater environment. I just wish I could figure out where to go! 😅
The music and art were very aesthetically pleasing!
The vibe and ambiance of the game is very nice! Some of the pixel-art is super beautiful as well, especially the sunken ships.
I sometimes had a hard time to see the "bubble streams" but it might be my screen settings. (However, this is something you have to think about, if your game is very dark, things might be hard to see on some screens depending on the settings and how bright the room is.)
Love the art, and the game mechanics were easy to understand, great job!
I liked playing it. I agree with the controls needing a bit more work (I would have like being able to move diagonally). The screens had a nice level of complexity.
This game had a great soundtrack, the controls could have used some work, but overall, a really great, atmospheric experience
I enjoyed the ambiance and the sound, though I did get stuck once. (controls were a tad janky)