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Colliding with enemies doesn't seem to do anything, rendering the game without any way to lose, and I just don't see how it related to the "Built to Scale" theme of the Game Jam.

You definitely bring up good points. I will likely add triggers to the sea creature objects after tweaking how/where/when they render. My take on the theme was requiring the diver to travel the distance of the deepest part of the ocean (about 11,000 meters) to end the game.  The diver sprite apparently descends about 3.5 times faster than their hypothetical "real-world" terminal velocity though (if the calculations are "accurate"). Thanks for playing as well as the feedback.