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A jam submission

SubmarenaView game page

A Turn-Based Underwater Shootout
Submitted by Raaaaaandy — 11 hours, 26 minutes before the deadline
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Submarena's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#363.9233.923
Overall#454.1064.106
Audio#593.8463.846
Graphics#634.0774.077
Authenticity (use of resolution)#954.5774.577

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
Nope, just Raaaaaandy.

Was the resolution a challenge?
The low resolution was perfect for a simple tile-based, turn-based strategy game. It did require adding tutorial screens since there was no room in-game for tooltips.

What did you learn?
I learned how to do animations for the first time. Yay!

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Comments

Submitted(+1)

That was really interesting, thanks for the game :) I can't help but wonder what this might be like in versus multiplayer…you might have something here!


Submitted(+1)

Not sure what to say about this one. I loved the concept and visuals, and everything felt super polished.
But gameplay wise it felt a bit lacking. There didn't seem to be much strategy/challenge - mostly I just repeatedly move then scan (or wait for the enemy to surface), then move into place and shoot.

Submitted(+1)

Nice job Raaaaaandy!  I really felt that the gameplay was well-balanced, easy-to-learn, and fun.  

Submitted(+1)

Great game! felt like there was a wait between turns, and I was confused at how to play at first, but really like the mechanics! having to surface to obtain more air also makes it 20x better as you can find your enemy's position. this would be an awesome 2 player game.

Submitted(+1)

Nice tactic, I feel lucky enough to try game+ variant with several enemies :D
The only thing that i can complain is that I can not switch mode while enemy attack. I made a wrong action quite a lot because of that.

Good work!

Submitted (1 edit) (+1)

Nice mechanics in this one. The need to surface for air is an interesting touch, and also gives away your oponent if you pay attention for their periscopes to show. Sound and graphics are very good and fit perfectly with the game theme. Great job with this entry!

Submitted(+1)

Cool game! There's a surprising amount of tactical options with a fairly limited move set. I particularly like the idea of having to come up for air every so often. It means you can't run and hide forever and eventually will eventually have to confront each other. The graphics and sound design are great too. Being able to tell what the enemy is doing by listening is a nice touch.

Submitted(+1)

One of the best games on this jam, very neat :)

Submitted(+1)

Really original idea, nice graphics and sound, just good overall :)

Submitted(+1)

really fun game and nice art for 64x64 pixel.

good job.

Submitted(+1)

Victory \o/ this is amazing, so unique and well polished. Fantastic game :D It's so nerve racking top marks :)

Submitted(+1)

Really cool game. Looks good and totally a good choice for this resolution. I had a lot of fun playing it. 

Submitted(+1)

A little easy but really fun! Love the art and sounds. I wish the instructions had a "next" button so I could take more time to read them, but in the end the mechanics were really clear from the start. Nice job!

Submitted(+1)

Great game, i wanted to see if i could chees it and i think i did, if you just spam missiles in a long sightline because the enemy can only move or shoot they need to either go around you wich will take for ever or go die, i think a way to fix this if you could move and use one ability, your game is so good that i got to the 'balance' side of things i really enjoy it, i would play more if you ever make more content on it.

Submitted(+1)

nice layout/weapons for such a small space! bravo!

Submitted(+1)

This is a great game for this jam, it fits really well on screen and everything is readable while still having bright vibrant colors.  The mechanic of needing to let your enemy know where you are every X number of turns (surfacing for air) is really clever.

Submitted(+1)

Interesting gameplay concept, it was fun working through all the levels and perfecting a strategy. Would make a great multiplayer game, or something with some sort of random generation. Certain UI elements can leave the 64 pixel grid sometimes. Sometimes it was a bit hard to actually fire off a missile due to the fire prompt not showing up unless specific positions were moused over, and the enemy action could have had telegraphs besides a very quiet sound.

Submitted(+1)

Seems like a cool game! I really like the aesthetics and concept. The mouse click didn't seem to be working right for me though, I could move around with wasd, but I couldn't seem to be able to use torpedoes or sonar. Idk if it was a bug, or just my machine. Cool looking concept though :)

Developer

Hey sorry it wasn't working but I've just tested it a bunch and it works on everything I have - can you confirm the little clickable icons aren't showing up in adjacent tiles? I'm not the best gif maker but I recorded a gif below:


Will play your game in just a moment when I make sure this is working!

Submitted

Sorry, my gif isn't much better. It seemed like the mouse position was offset, and the left click didn't seem to do much. The gif doesn't show it, but I also tried clicking near the sub. I'm on a Mac if that helps! 

Developer

Are you using a Retina/High-DPI display? I had no idea this would affect it but after reading a bunch of StackOverflow posts I think I see what's happening. I appreciate you showing me what you're seeing as it is working fine on my old 2012 Macbook Pro but obviously they have come a long way in 10 years.

Submitted

Yeah, I think you hit the nail on the head. I do indeed have a Retina display, I just tried the game on my other monitor and it worked perfectly!

Developer

Can you try it one more time on your Retina display please? I just pushed an update that should hopefully fix high-DPI issues if my understanding of the issue is correct.

Submitted(+1)

Yeah that fixed it, works perfectly!

Developer (1 edit) (+1)

Hey man I really can't thank you enough for showing me there was a problem with the scaling on Macs; not sure how I ever would have known. Posting a little code snippet here for anyone else using mouse positions in case Google brings them to this corner of the internet while fighting with WebGL and Retina displays. Technically it could work for any tile-based game to easily say what tile (or even pixel on a low-res game like this) the mouse is over. Thank you!!!

Position WhatTileIsMouseIn() {
    Vector2 mousePos = Input.mousePosition;
    mousePos = new Vector2 (mousePos.x, mousePos.y);
    float scaledMouseX = ((mousePos.x / Screen.width)) * 8; // the 8 here is how many tiles across your screen has
    float scaledMouseY = ((mousePos.y / Screen.height)) * 8 - 1; // the 8 is vertical tiles, minus 1 for the bottom border in my game
    return new Position((int)scaledMouseY, (int)scaledMouseX); // casting the floats to integers truncates them
}
Submitted(+1)

Wow this was really cool - great concept and execution!