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A jam submission

Arctic StaticView game page

Explore the depths of the Arctic collecting Static... but what lies at the bottom​?​
Submitted by luna-paradox (@luna_paradox_) — 22 minutes, 19 seconds before the deadline
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Arctic Static's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Interpretation#14.0004.000
Creativity#63.9553.955
Overall#63.7613.761
Gameplay#93.6363.636
Polish#93.4553.455

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit) (+1)

The atmosphere of the game is so good! I really liked the way it felt, and it made me really curious about how it will end

It is noticeable that the game is not finished, but you delivered it in a way that it's not a big deal and made the most fun out of the game

I'm no pro, but maybe I can suggest some things that are easy to implement and will juice up the feel of the game:

  • Shake the camera when you get hit. This can be added really easily with the "Shaker" plugin (by Eneskp3441)
  • A tiny control over the camera with the mouse (so it will follow the cursor just a tiny bit) will help with the feel of exploration
  • Mid-game, I understood that those things we collect give different values, but there is no indication of how much each of them is worth without picking them up. If the size of the nodes was determined by their value, it could have helped me decide whether I want to spend time going for them or not. Also, it would be more satisfying to harvest a big one

maybe some of them were planned and you just didn't have the time or it was just the way you wanted it to be, which is more than good!

Great job!!

Developer (1 edit) (+1)

Thanks! I'm working on a update that add the cut content along with something like a plot to put something actually interesting at the bottom and a bit of dialog, it gonna take at least until January because of the season though!

Also, thanks for the suggestions, I didn't though about any of them in fact I'll be taking them >: ). The nodes have in fact different values randomized between a min and a max value, with the bottom nodes being way more rich than the one at the top to make up for the upgrades getting more expensive, but they definitely need to look different to make it obvious than node A is better than node B. Now, the "statues" giving static was a last time effort to make the progress less sluggish, but I have better ideas for that now.

Thanks for the feedback!!

Submitted(+1)

That was a pretty fun game! I was thinking the game lacks a little but the description explains it, I'd say this is a job well done 👍 

Developer

Thanks, I'm working on an update that cover the cut content and some more, I'll probably have it by the beginning of January though, you know how it is with these days lmao

Also, if you have any feedback don't hesitate to tell me, all feedback and suggestions are appreciated, I may not take it because I'm a stubborn creature but I read everything and appreciate it a lot!

Submitted(+1)

The idea it's very good but i think that you add enemis or npc(fishes, e, g). i feel the same game in subnautica

Developer(+1)

Thanks for the feedback!

Submitted(+1)

I really like the idea of this game, it's cool!

Developer

Thanks!

Submitted(+1)

I give this all the stars.

Pretty sure if we take care of all this static, we will keep the LIZZID PEEPLE from taking over.

Unless... izzit too late?

Developer

Bold of you to assume I'm not one of them >: )

Submitted(+1)

Solid atmospheric work, definitely got some spooky vibes. Having more points to find the resource would be good, in addition to some other upgrades.  Really nice start though.

Developer(+1)

I had everything prepared to be able to upgrade max speed, acceleration, deceleration, static collection speed (for the resource), collection reach, max HP, defense, and static tank (for the resource), but the last day rush hit that part of the game hard. Definitely something I would approach if I polish it further, the code is mostly there already.

I just feel that I need to add something else to look out for to make the trip for more static something fun to do and not just menial work for the upgrades, I need to think about this a bit, thanks for the feedback!

Submitted(+1)

Yep, those 3 days go by quick :D That last bit at the end goes by faster than one would think. 

Submitted(+1)

nice concept with a great potential for further development. with a smoother movement, more environmental elements and polish, it can be a really good game. keep making!

Developer(+1)

It definitely have a lot of space to grow, thanks!

Jam HostSubmitted(+1)

Great concept and great game!

Developer

Thanks!

Submitted(+1)

Really cool and interesting to play, I love how you interpreted the theme, also it is really polished and complete in my opinion for such a short jam, the only nit pick that I had was that it didn't tell me that I needed to hold down space to pick up the static nodes. But otherwise amazing.

Developer (1 edit) (+1)

Yeah, the polish its mostly because I took hard advantage of the pitch black ocean. Most of the game its like three assets and the endless dark, the wall its a 64x64 tile repeated forever for example, it would really hard to pull this off in another environment where you can't hide most of everything!

And you're right, it say press instead of hold, I had another person have the same problem in fact, it's a really quick fix so I'll do it right after ratings are finished!

Submitted(+1)

The idea is really good, and the atmosphere (especially with the sound design) is great. You could absolutely take this project further if you wanted to. My only issue was that it was a bit slow, and the end was kinda anti-climactic since I thought that I would actually make it to the bottom, and possibly encounter a sea monster. However, given the time constraint of jams, I absolutely understand not having that in the game. Great job!

Developer

It is a bit slow! I wanted to make it like atmospheric and heavy but I took it a bit too far and lacked play testing for obvious reasons so it was a bit TOO slow lmao

And yeah, I had high expectations for the ending but I could barely made it in time so that was what I could rush, progression in general was the most rushed part of the game by far. I wasn't planning a sea monster, but a sea entity with a bit of ominous dialog and a illustration, but so its life

Thanks for the feedback!

Submitted (1 edit) (+1)

Yeah this is a good concept that you can go places with if you want.

If you do keep building to it, there should be something interesting to find at each new depth. It could be anything. Enemies, items, lore, different environment, whatever you're into. But that is what would keep players interested in going further down.

Developer

Yeah, the original concept was to "uncover the true reality of that place" to go with the Under the Surface theme, being more of a mystery game, but I ran out of time and had to rush the progression a lot after getting the main mechanics and presentation down. There was also a temperature mechanic with a heater and battery, sea currents and a turbo boost to push against it...

But yeah, the progression is the weakest part of the game because is the last thing I did, but so is the life of a jam game. I'll see if I polish this further, thanks for the feedback!

Submitted(+1)

Genuinely really good! the audio was pretty good and the ambiance was nice. The small passages were mildly annoying the navigate, and the fact that you can be damaged by moving at any speed against a wall was also quite a problem (i'd add a grace amount of speed so you don't take damage at very low speeds). other than that, good job, i loved this!

Developer(+1)

Yeah, I spent some time trying to find the balance between not so wide is trivial and not so narrow is annoying, I wanted to make a point of having to move really slowly and methodically to get through the more narrow caves but I agree it's annoying in retrospective lmao, specially since you can't rotate the submarine itself. I can see a future with caves that you can traverse at full speed if you know what you're doing...

Also the damage at low speed was left mostly because otherwise you could just avoid damage by going really slow, but that definitely could use some polishing and the reason is pure speculation. I remember making the hitbox of the submarine smaller that the submarine sprite to compensate though

Submitted(+1)

I had all the time the feeling that at any moment some scary monster would appear and swallow my little sub whole. Really enjoyed playing this!

Developer(+1)

I wanted to add some backgrounds at first but those moments where everything its pitch black and silent... very spooky

Submitted(+1)

Pretty sweet concept! I especially loved the details on the statues, super eerie stuff. Reminds me a bit of Subnautica! Was almost a bit disappointed that there was no deep sea monster jumpscare.

Developer

I'm a big fan of Subnautica in fact! Even though I haven't play almost no other submarine games, that one is very high on my list so I'm honored

And yeah, those statues are the things of nightmares indeed...

Submitted(+1)

Wow the atmosphere is so so good love it :)

Developer

Thanks! Free sound effects and Audacity, name a more iconic duo

Submitted(+1)

I love the sound design! The environment and atmosphere are really well done. I feel like you could add some sea creatures/monsters and make a neat horror game out of it. Overall nice job!

Developer

They could hide in the dark and be disturbed when you point the light at them or attack you if you fail to notice them... yeah, I see the vision

Submitted(+1)

I love the concept! The atmosphere and the unknown factor reminds me alot of Iron Lung

Developer (1 edit) (+1)

I need to get into all these submarine games, my only point of reference was Nauticrawl and Subnautica lmao