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A jam submission

SubseekerView game page

Control a submarine, scan ancient texts, and discover the location of Atlantis
Submitted by Winged (@wngdadventurer) — 30 minutes, 50 seconds before the deadline
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Subseeker's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#93.8084.071
Theme#123.5413.786
Audio#173.2073.429
Accessibility#172.7392.929
Overall#183.2933.520
Originality#193.6083.857
Fun#223.1403.357
Controls#253.0073.214

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.0.3

Wildcards Used
Navigator, Checkpoint, Under Pressure

Game Description
Control a submarine, scan ancient texts, and discover the location of Atlantis

How does your game tie into the theme?
You explore ancient texts (forgotten knowledge) which tell where to find Atlantis

Source(s)
N/A

Discord Username(s)
Winged#5436

Participation Level (GWJ Only)
7

My game has an export for Linux, Windows, & Mac and/or is playable through HTML5

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Comments

Submitted(+1)

Well, I adore this. I love slow burn exploration games, and this was great. Immense amounts of polish!

I loved the easter eggs (I found 2, are there more?), was great fun subbing around trying to find things during the period between messages.

The drone effect around the points of interest are really cool, and yeah. The only thing I would add is some kind of horror ending, but that’s only because I’m a massive horror fan!

Fantastic job!

Submitted(+1)

Loved the presentation of this game. Gameplay was enjoyable but as others have said, it was a bit too slow. Found myself sometimes having to wait a while between scans without anything in particular to do. Perhaps some secondary objectives or some more things to see above 3500m would have been nice to have. Still, I played it to the end and had a nice time with it :)

Submitted(+1)

Ah, fun with another deep sea exploration game :D

Love the UI, really well made, super impressive!

Nice controls of the sub too.

I felt a bit powerless, because the sight was so limited that the only option is to wait for next instruction, and not much else to to meanwhile. 

I love how you made huge versions of the plants in the outskirts, it was kind of scary :D Got some Ghost Reaper Leviathan flashbacks from Subnautica.

Really a super impressive solo project! Damn!

Submitted

Also I came to think of one thing. I might just have held shift all day long. No consequence of doing it :)

Developer

Thanks! If I had more time I'd expand the area (right now it's 1 km^2) and with that reduce the fog amount. I didn't want to reveal too much to the player, and the fact you can't see much adds some level of scariness to the game. The game does however reduce the fog when you're close to a POI.

I really wanted to add some big enemy on the borders of the map (ghost leviathan definitely came to mind), but went with less time-consuming way to keep the player in. And you found it scary so it does the job hahah.

Submitted

Ah, nice touch. Did you lerp global volumetric fog density by distance to POI or similar?
I had loooots of trouble with the fog in our game :S

I never attempted reaching the surface, but I can say that it was probably a good idea to not have one in a jam game :D

Developer(+1)

Yep, I lerp only the fog density the closer you are. It was tricky to find the numbers that feel right.  The idea for the game even started from playing with volumetric fog. :D

Submitted(+1)

Wow, very nice entry! The visuals are spectacular and the atmosphere and overall presentation was very cohesive and polished. The spooky sound effects near the bottom, plus some of the UI sound effects are nice, but I think I would have enjoyed a little ambient music or something playing some of the time as well.

In terms of gameplay, it was fun to explore on my own as I waited for new messages, although the pace of new tablet locations felt a bit slow at times.I did really enjoy the fun messages coming in and some of the “extra” things to find around (how many were there, btw?). I wouldn’t have minded some extra decoration at shallower depths too, since with the low visibility there’s not much to look at until you get to the ocean floor.

The controls took me a minute to get used to (scroll wheel for menu navigation, in particular), but they grew on me after playing for a while. It might have been nice to have a slightly faster sub, but that’s a very minor complaint.

Lastly, the extra customization options, autosaving, and map were very nice! The UI felt very polished and adding these features really sold me on it. There was a small issue where sea grass would render in front of the UI sometimes, which I guess is a risk when it’s 3D like that.

Overall, fantastic job, I hope more people get the chance to play this one!

Developer(+1)

Glad you enjoyed it. :D

If there was more time for the jam, I'd spend it on adding more details to the world: different particles depending on the depth, more grass variety, some fauna, perhaps even more locations. I spent way too many days on the UI. :D

Regarding the grass rendering through the sub, it was an addon that used a particle shader, and I didn't have the knowledge to implement some basic depth rendering so it doesn't render it when too close (it works for those speck particles because it's a material which has the property). I found this out a bit too late so couldn't change on time.

Also, there's 3 "extra" things. ;)

Submitted(+1)

A really enjoyable entry, I’ve played the Windows version until the end. I liked the atmosphere created by both visuals and sound a lot, everything felt very immersive. The control scheme felt unusual at first, but I got used to it very quickly.

I liked the little nods to the Godot version you’ve used and the game jam itself (SubOS 4.0.3, WILDLING Mk. 3 submarine). The placement of the wildcards on the right of the main screen was neat.

I noticed that the second
tablet message appeared relatively late compared to the other ones. Additional messages were fun to receive. I wonder, if the message with numbers has any meaning to it?

I enjoyed the rewards for completing the game, with them I found 3 little easter eggs of Godot’s robot head, which were also placed on the map after I found them.

Overall – well done, it felt nice and polished!

Developer (1 edit) (+1)

I'm very glad you liked it! :D

The tablet messages are all time-based. I thought that the time between them was too low before so I extended the time, but it turned out too much. Should've made them appear some time after you find the current one, then the players would have their own pacing. Sadly the numbers message has nothing in it, as I wrote it 1 hour before deadline and couldn't put some proper thought into it. :D

Thanks for playing, glad to hear you completed the game. :D

Submitted (1 edit) (+1)

The mood is incredible, and the sounds are great too. Also took me a while to figure out what to do. Great entry!

Submitted(+1)

uh, weird. i'm getting a seg fault with the linux build.

i'll give it another try from another computer later!

Developer

sorry about that, i don't have Linux installed for testing. i forgot to mark the Linux and Mac builds as untested, i'll do that now.

Submitted(+1)

No notes! This is one of the more polished games of this jam I've played so far. Huge nintendo wiiware vibes from this.

Submitted(+1)

Very interesting game mechanic you got there! I took me a bit to figure out what to do but then it was fine. This UI went very good. I like all the little interactions in the UI. For the first target I was not using your map.

As I was opening the game I first thought I am in front of a curved screen. haha