A really great game idea. The propeller and air bubbles were good. However, I got stuck on the wall. It would be good to have a reverse gear.
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Red Submarine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adheres to jam theme | #75 | 3.875 | 3.875 |
Overall | #216 | 3.063 | 3.063 |
Concept (gameplay) | #280 | 2.625 | 2.625 |
Presentation (visuals) | #302 | 2.688 | 2.688 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Lovely you noticed the details :) I could not resist to put the propeller from Flappy plane. There is some kind of bug when godot export the game to HTML and the speed bar does not show (it works in the windows executable). Every time you press right you increase the speed (constant press only changes speed to 1). If you press left, it decreases, and there is where you get the reverse gear. In the windows executable the bar will be blue for "forward" and yellow for reverse.
I will do a commercial version of the game in a near future, if you want to be a beta tester and give some feedback I would love to share a copy with you. Just let me know!
Well, technically speaking, no. For instance, putting a game in Google Play it will take you easily one day. You have to make graphics, descriptions, fill-in forms, compile like this or like that. Then just wait and it appears on the store. Same for Apple Store. There are also collateral things, like you need to have some website where you have to put the privacy policy and terms of service so you can have a link from the stores to those pages. But once the things are published, is when the marketing enters in action. And that itself is a whole new beast.
I loved your game because it's simple and fits the theme perfectly!
Everything here seemed to work as intended. The collisions were clean and the sub worked nicely. After a while exploring started to feel more like a chore than actually fun. The controls felt sluggish but I guess that is what you would expect from a sub. I think in this kind of game with such slow controls it would be better to have a wider view. Focusing so much screen space to the sub was a bit of a waste as it would be better to see more environment. It felt like there was not much to do other than drift about. After a few minutes the sonar sound all on it's own started to feel hypnotic and not in a good way. When it came time to stop it was a relief.
Nice concept, with some items to collect or hazards to avoid it could be an interesting experience
Nice concept. I kinda liked controling the submarine (^w^) I only explored 30% of the cave in 20 minutes, but the game seems to let me continue after that (~^^)~
I however did cut/lower the sound after 4-5 minutes because the sonar was kinda repetitive. You probably might want to add some objectives/mechanismes... or having very gorgeous level design and art direction to keep the exploration interesting. But ! As you said, this is just a concept game (~^^)~
Anyways, thank you for making this concept game (^w^)
I think the concept is really cool, having some ancient artifacts, shipwrecks etc to explore would be really cool, the controls are a bit tricky, I think the submarine needs more weight as it’s very easy to get stuck upside down, some way to boost/speed up would be nice too!
The submarine is a bit too difficult to maneuver after crashing, but overall a great concept!
I didn't know in the beginning that you could tap WASD multiple times to go faster and it seemed way to slow. A notification would help there.
The mini map is very cool!
Clearly needs work to become a proper game, but you know that. I like the concept, you could take it into all manner of directions (horror, strategy, adventure etc). The submarine controls need a little work - I don't know if you wanted to have a reverse gear, but if you crash into a wall it's pretty hard to get going again. Overall a nice concept, interested to see what you could do with it with a little more time and a proper direction.
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