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A jam submission

Script Kiddies of the DeepView game page

Submitted by RagingRoosevelt — 14 minutes, 13 seconds before the deadline
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Script Kiddies of the Deep's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#2533.1823.182
Overall#3932.7582.758
Engagement#4322.7272.727
Overall polish#4852.3642.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This was a really neat idea.  learning the system and juggling the different parameters in order to move the sub felt great.  Sad to hear you couldn't finish things, I'd love to see this updated with more features and completion!  

Submitted

The idea is fun. Would be fun to be able to write scripts. Could even see this a fun little multiplayer where you can build your own little library of scripts and patterns before. And if something unexpected happens you have to code your way through it quickly.

Submitted

Very cool idea. It was sort of hectic to type while the ship was moving. I could see adding more commands to check radar or shoot missiles, etc in the future. 

Developer

Yeah, I felt the same about trying to control while it was moving.  I was thinking maybe you should have to click into the interface and when the text entry is focused, the physics is paused.  Good feedback, though!

Submitted

Cool concept, I enjoyed just playing with the values and putting them higher than allowed. 

Developer

haha.  yeah...
I wish I wasn't quite so up against the clock.  I managed to completely forget to do anything for Ballast :'(

Submitted(+1)

The limits for setting the values aren't enforced, so you can easily escape the map by setting prop to anything above a few thousand.

Really cool concept besides that, though it's definitely a bit hard to understand the controls.  If you go for a full game, make sure there's adequate tutorials.

Developer(+1)

I was hoping that having the help page pulled up might help with figuring out control.  Might have to re-thing that. 


After submitting I realized how many things I forgot to do.  Maybe I should think about a task tracker like teamwork or trello next time.

Submitted(+1)

Love the concept, it feels like you are playing with the console of the ship, which is very interesting. Maybe you could try to finish it after the game jam!

Submitted

Nice idea, was fun to set a few things via the interface and see it crash in to the walls :). I did manage to find a way through one of the walls somehow though:

It would be good to see this developed further in to something a bit more like a game.

Submitted

I love the idea! It's a shame you didn't have time to implement an actual game, but I really like the idea of typing as input. Clunky control are usually bad, but when done deliberately, like here, it can be really fun!
Also: pretty creative to make a submarine with the given assets :D

Developer

Thank you!

I was talking to a friend and he suggested it would be nice if the entities had tab-complete.  I want to also figure out how to add aliases so that you could do something like `bind 'ep={1},{2}' as 'set engine={1} prop={2}'` or something.  Make the custom commands user-settable.

Submitted

I didn't read the description at first and thought it was actually a very unique and somewhat fun method of input. Games where you have to juggle a lot of systems to just keep things running like FTL came to mind! So while it wasn't necessarily the game you wanted to make I got some enjoyment out of it!

One thing about the console: it didn't take commands like "set prop = 5", while I don't know the method you used to parse the input maybe ignore or remove whitespace to allow this varying kind of input.