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Beneath the Bite (Trijam 293)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well does the game fit the themes? | #2 | 4.429 | 4.429 |
Audio | #3 | 4.000 | 4.000 |
Gameplay | #4 | 3.714 | 3.714 |
Visuals | #6 | 3.857 | 3.857 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #6 | 3.429 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours, Solo
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Comments
Really love the game mechanic, presentation and the atmosphere (the music had me extremely on-edge), but I wasn't able to swim. I could only see the swim button when looking up, and clicking it was doing nothing.
Could you please let me know what i'm doing wrong, so that I can come back and do a proper playthrough?
Hey man, I'm glad you enjoyed the atmosphere!
Actually to swim, you can't swim at the start while looking up because, you're already at the surface. You need to look down so that you can swim downwards. Hope this helps!
Oh, I did not realise I could look down twice - I am an idiot. Properly played and rated! Really great game, how did you implement the chest getting bigger? From the way the pixels adjusted, it didn't just look like a sprite being scaled.
Nah that's on me. After it would have been more obvious if you were not looking up from the start. I'm glad you had a great time!
For the chest, indeed, I'm not scaling it. The game is actually in 3D with 2D sprites so, you're actually getting closer to it. You just don't notice that it's 3D because the movement is very restrictive. You can only swim up and down.
I love this! Such a novel way of presenting a kind of dangerous dive scenario, very unique gameplay, genuinely tense. Great game!
Thanks man!
I had FNAF as a reference in my head that I've tried to twist and adapt to a sea horror game. I'm glad you've enjoyed! 😁
I stopped at dive 4, idk if there is an end to the game, but that was enough. The game is fantastic! It really felt like I was chased at the start and the music accelerated that. It is very well balanced, but I think the oxygen could decrease a but faster on consecutive runs to add tension.
Indeed, you are right. There is no end to this game. 😂
I've tried to balance it so that you have a harder time after each consecutive dive. For example, the chest gets deeper, the shark appears more often and he becomes less forgiving. With that being said, I agree with you. The oxygen deserves more balancing. You don't have to take many risks as of now.
Well, I'm glad you enjoyed my game!
A pretty incredible atmosphere! These sharks are both funny and scary xD! But above all, the diving perspective is very gripping and immersive.
I've read your devlog and I think you're being a bit hard on yourself. In any case, I'd like you to know that I really enjoyed playing this game and found the gameplay very original.
Finally, it's possible to post a game that exceeds 3 hours. You may not be able to compete for the official 1st place, but is that really the point? In any case, I know that there are a lot of people here (myself included) who sometimes want to create a game in 3 hours and end up making a game in half a day :D That doesn't stop us from posting the game and assuming that we've well exceeded the time limit. At least people are playing and commenting on our game, which seems to me to be one of the aims of any game jam.
Anyway, congratulations again on your game!
First of all, I need to thank you for this post man. I think I really needed to hear that.
I think I'm too focused on the competitive aspect of it because I've never made a game that was fun while working alone. I'm primarily a Game Programmer, but I've learned programming to make games I've dreamed about in the first place. Not having made any games that were interesting for a player base (not even like 10 players), that really hurts the morale. It's not about the money, it's about pride. "My games are trash". That's a pretty sad though to have really.
Maybe I don't enjoy this game because it's far from all the features I had in my head if I had more time, but if you say that you've enjoyed it, than I'm glad I could at least distract you for a bit. 😁
As a general rule, making games can be bad for morale. That's the danger with creating the games you dream of, and the best advice I can give you is not to create the games you dream of, because you simply won't be able to create them as you imagined them.
On the contrary, creating a game with no expectations is the best way to let yourself be surprised. Many of the games I've created for Trijam are games I don't play myself, or would never have thought of creating. And sometimes it's as if I've stumbled on a good idea, an idea that turns out to be much better than the games I dreamed of :D
And I know what I'm talking about: I've spent years creating games that never saw the light of day because they were too ambitious and idealized on my part (and bad because they had no real gameplay). And even more recently, when I created the game Open the Box for a Trijam, which was a point-and-click game (a genre I'm crazy about), it was the most complicated game jam I've ever created, because I wanted to do things too well, and in the end not only did the result fall short of my expectations, but the creation of this game was also a bad time to spend.
Sorry, I'm spreading myself a bit thin with anecdotes. All this to say that competitiveness and dreams are motivating, but they're also trapping and crushing. So creating small projects with detachment, or telling yourself “I've been going over three hours for a long time now, and it's no big deal!” is a mood that's particularly good for morale, I guarantee!
In any case, I hope you'll be able to get rid of this “my games are trash” thought, which must indeed be quite painful to live with and which, I can assure you having played your game, is anything but true!
Judging by the game you've submitted, I could tell you're experienced in the Trijam. Now, you've confirmed my suspicions. Props for your work! I respect your dedication!
Hum... I've followed your reasoning but honestly, I think I'll still strive to do games under 3h when I participate because of the following reasons:
I'm dragging a bit too much my response here but, that's the reasoning behind my madness. 😂
Yes, I completely understand your practical and material reasons for not wanting to go over 3 hours. My opinion was more that you shouldn't devalue yourself if you go over. The three-hour limit is mainly a framework and nothing else.
As for the ranking, I quite agree, although it obviously depends on the other games submitted to the jam. And it also depends on your current track record. There's no such thing as genius. Creating games is like anything else, you have to learn :)
Anyway, I was very interested in your thoughts and thank you for these simultaneous discussions on our two pages!
I hope to bump into you here and there, during a trijam or elsewhere :D