Quite a good puzzle game with lots of poential for cool further levels and mechanics. I really enjoyed the levels you made, I found myself in the last level doing a single 1 attack first so that 2 neighboring will activate one of my own, since they have odd values. And thats not even mentioning the cool aesthetic of the game. the creatures look great and make me wonder what messed up laboratory we're in haha
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Fathomless Waters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #653 | 3.000 | 3.000 |
Cleverness | #755 | 3.000 | 3.000 |
Artistic Style | #970 | 3.000 | 3.000 |
Playability | #1486 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Swarm building concept fits the theme well and is a smart interpretation. Found the combination of cards a little confusing at times, especially just jumping in. There is a lot to learn about the game which makes the short demo difficult. I'd play this more in the future. Make more games!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Fathomless Waters is a card-based strategy game all about arranging powerful swarms of strange creatures by trying to satisfy their transformation conditions, while doing the opposite to your enemies.
In it, you will be drawing & deploying creatures onto the field, near other creatures. Each creature has a points-value it will provide to your total attack power, but only when its transformation condition is met.
By tactically linking your creatures so they transform and carefully considering where to place them so they defeat or revert the transformations of the most imminent dangers, you'll be able to overcome the massive swarm of creepy, mutating critters you are facing.
Extra Notes
This game is not easy & you might find yourself feeling a bit overwhelmed at the start of an encounter. But that's exactly the point. At its core, the game is meant to be about dealing with a daunting, overwhelming task.
But it's also meant to showcase how, if you actually take a moment to stop & look at the smaller parts that make up that seemingly insurmountable task, you'll find that this "hopeless" situation you think you've found yourself in, starts to look a lot more doable.
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