Thankyou soooo much for making such a masterpiece! i got it in my 3rd try which i hope thats not bad haha xD, the lore there and the atmosphere were my FAVORITE, they were amazing and just fitting the environment around, and the fact that the game has a proper ending which a fabulous way of showing credits shows how much the devs putted into this jam game! all love for yall, keep going and never stop!
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The Littlest Wanderer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #5 | 4.029 | 4.029 |
Controls | #7 | 3.932 | 3.932 |
Audio | #7 | 4.205 | 4.205 |
Accessibility | #8 | 3.614 | 3.614 |
Graphics | #11 | 4.364 | 4.364 |
Originality | #14 | 4.182 | 4.182 |
Theme | #18 | 4.068 | 4.068 |
Fun | #19 | 3.841 | 3.841 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
Give me a minute, Memory lane, What's this?
Game Description
The Littlest Wanderer is a game about exploring the void below in limited visibility. Your task is to get out alive, managing limited resources.
How does your game tie into the theme?
We chose the dark void of the deep sea. We were loosely inspired by the works of H. P. Lovecraft.
Source(s)
-
Discord Username(s)
Gaboo, princzep., TS
Participation Level (GWJ Only)
0. We are very new to programming, maybe 3 months of experience combined.
Comments
Incredible work! I felt every slight bump as a severe threat to my life!
The found letters were like peering out of the porthole to watch my descent into madness, as I descended into the void; I only got to 300 and something (It didn't show me the depth after experiencing some catastrophic barotrauma from hull integrity failure)
I want to get to the end, I'll have to try again after work =)
Really nicely polished, nice one. An intriguing narrative kept me going but a slip up at 380m killed me :(.
Decided to switch to headphones with the light off, I was sweating a little. Great atmosphere.
Actually I remember seeing this one early on in the discord and thinking it definitely had the "Void" factor!
You were SO CLOSE. Game ends at 418.
I saw someone playing it on stream today and my heart sank every time he died. I'm sorry for you too.
One thing, if you wish to do another try, you can adjust the brightness in the desktop version's pause menu. It could help.
That being said, I really appreciate for playing.
Loved it ! The electricity, heartbeats, cracks, it would be great that cracks comes bit by bit, but its too greate like that, also the ui you have is very cool, super art style here !
Very atmospheric! The sound design here is excellent, the art looks fantastic, and the notes you find as you descend do a good job of hinting at a larger story. Sadly, I didn't get to the end, as I crashed at about 330m, and didn't fancy doing it all over. Still, this is a very impressive entry!
Thanks a lot for playing and for the feedback.
Yes, difficulty was a big topic when making the game but we decided that this is somewhat fair. But I agree, it is a game that takes multiple tries and a certain kind of person who hates themselves enough to suffer 3 rounds. 😅
That being said, in case one day you'll get the craving, you can download the .exe and adjust the brightness in the pause menu for a more "fair" chance.
Thanks again, we really appreciate the feedback.
Very nice entry, very nice atmosphere!
Got down to 300 then, unfortunately, crashed - as in me, not the game.
It's kind of harsh to take 10% hull for even the slightest collision, I would have preferred both damage and alarms going off if your velocity is over some limit, or if you definitely want contact damage, chip 1% off for every time a new contact is made with the wall.
You already have the lights and oxygen as a heavy incentive to not idle at one place for to long, so a not as harsh punishment wouldn't be too bad.
My two cents.
Other than that, great atmospheric entry!
Thank you so much for the feedback.
For sure, a lot of improvements could be made. Some if them were not thought of and a lot are a question of skill. We are very new to programming, so there was also a cap to our capabilities.
However because us and so far players as well love the game (more or less) we plan on expanding it with more features. You can consider this as a demo.
Thanks again!
Wow the music and atmosphere are amazing! I feel like a little more contrast to make the player stand out from the background would have helped me at the beginning, but other than that, fantastic job!
Great presentation and ambience, the mechanics work pretty well together, the sfx are very good and they add a lot. I played until around 200 deep as it feels a bit harsh to restart from 0 as the game is more on a slow pace (which is not a bad thing). Overall enjoyable and atmospheric experience.
Thanks a lot for the kind feedback.
The game is 418 meters deep overall, so you were around halfway. I see your point about the difficulty. A hint is that if you downlaod the PC version, you can use the brigthness slider to make the game a bit easier. (the slider is there in the web version too, but as I saw, it doesn't really work.)
Thanks for playing!
Super atmospheric with tense gameplay and a slow-fed narrative, really cool.
At times it feels like a precision platformer adjusting your descent or a well-timed move and getting to an o2 tank just in time is equally satisfying. The darkness, sonar and other mechanics are also really well implemented.
Even using premade assets it's really impressive how it manages to tie together perfectly together and create a really atmospheric game.
Awesome, thanks!
Thank you so much for your feedback, I am really glad you appreciated the game's atmosphere.
As for the assets, I've spent a lot of time looking for them or modifying them to fit them into the game. (using gimp, aseprite, audacity and other software) Maybe in a future jam we could get an artist on board, but since this was our first jam ever, and we did not want to hinder anyone's project, we decided to go into this direction and do our own project.
Thank you again.
Very addictive game! I was trying really hard to beat it, but died( I wish there were a checkpoint system or a way to fulfill HP (at least once per game). But I definitely will try again to win)
Also, I like simple concept and a very good possibility of scaling with new features if you'd like to continue with developing.
Story part is also admired as cos of it I want to try again)
Good job)
Thank you so much.
Checkpoint system is definitely something that we'll implement as we scale the game.
In the meantime, you can "cheese" the game a little by downloading the desktop version and using the brightness slider in game. Sadly in the web version that feature doesn't work.
If you beat it, please let us know how you liked the ending.
I simply loved this game. It reminded me a lot of "We need to go deeper", but with a horror tone, instead of an adventurous one.
I loved the story told in pieces, I found myself wanting to know more about what was happening all the time.
I played it twice, reaching a depth of around 200m. I stopped there because I want to review as many submissions as possible. But I'll definitely go back to try and get to the bottom of this mystery (if there is one).
The sound direction seems perfect to me, everything matches, everything responds as expected.
Congratulations on the great game you crafted!
Thank you so much, you are very kind. This was the first "proper" game we made, so these comments mean a lot.
There IS a bottom to this mistery, actually I am very much looking forward to someone finishing the game, because I take pride in its ending, and I am very curious of how people like it.
The map ends at around 400 meters, so you were halfway. Just remember to collect O2, and batteries, and sometimes rely on the sensors, instead of spamming the sonar. I know it needs a bit of getting used to.
Thank you again, this really gives us motivation to build this game further.
I did it!!!
Ok, after like 10-15 runs of the game, I managed to finish it. Unfortunately, I was not able to get all the story letters, because I was too occupied trying to survive haha.
You guys did a very good job, this is definitely the game I played the most (after my own of course).
Edit: Also, very sadistic of you, to put an energy charger right before the end of the game. The last time I played (before finishing it) I died trying to get this one, but I could have just gone for the end
Great ambience and mood, great music and sound, properly difficult, great mechanics that make sense. Just... phenomenal all around!
Wow... thank you so much for your kind words.
And I am very happy you mentioned the difficulty, because I had sleepless nights over this question quite literally.
I did not want the game to be too difficult, but at the same time, because of its subject matter, I also wanted it to be somewhat difficult, so the player feels the weight of things. I think difficulty can be part of the storytelling.
Thank you again.
Finally something new! Love the idea, looks and audio. Sonar mechanics is very nice. Good game.
Awesome work. The controls felt really nice as I descended into the darkness
Great entry. Very dense and immersive. Loved the artistic choice and the execution. The sound became a bit annoying over time but that is only a very minor thing.
Thanks for checking. I wonder if you managed to finish the game, I would love to see feedback about the end ^^
As for the sound: I can see your point, and based on your entry you surely know more about sound than I do. The alarm can be turned off, but maybe the "void sound" is too much over the time. I was thinking of adding a radio to the hud, that the player can toggle. But due to the theme, I don't want to put background music. There's no music under the sea. :D
I haven't finished the full game because I want to test as many entries as possible and there is quite a lot to test :)
The farthest I made it so far was a bit after the spiral painting.
The under water ambience sound is great and really fits well. I think it was mostly the hissing sound of the navigation that put me out of it from time to time. Turning the volume of that a bit more down could help feeling more drowned into the void. I also thought if it would be good to attach a loudness curve to the proximity alert so the closer you are to a wall the louder it gets.
Very cool game, if the the graphical assets were made just for this then that is quite the achievement.
Awesome game, the graphics are matching very well and suit tje atmosphere. On mobile, the texts are hard to read, but for tablets, it should work great. I was specifically looking for Android builds and it turned out, your and my game are the only ones in this jam.
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