Yeah, my first 3 jams I made the game impossible to play because of this :P
ragir
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It was an absolute delight to play, the sense of danger is awesome and the goal that you can always see in the distance is very enticing. Easily the best game I played so far from all the submissions for sure!
That said, I had 2 small problems with the game - and I do hope you'll take some time to finish it up - that might hamper someone's enjoyment:
1. The player character sticks to walls, doesn't slide, which made navigation in the dark very hard (until I figure out that there is a flashlight - other buttons are on the screen, that one isnt). I also once went into a wall next to the throttle lever and packined a bit, because I was going into a mine. In general - nothing major, just some QoL stuff.
2. The ending wasn't really satisfying. I'm not sure what I was expecting tbh, but I really wanted something to be there other than a screen of text all of a sudden. I think a docking sequence and maybe getting out of the boat to do or see something (something very simple, like a grave of a loved one up next to the lighthouse and then fade to black and credits would work beautifully!). And also the mine screen text was a bit anti-climactic, all it needs is like a "click" and then sudden black screen with a muffled explosions sound.
And if you don't feel like doing it, let's talk, I'd love to finish it up or make my own version, it's such a cool concept!
The GTA reference kinda came in by accident, I was looking for a font to use in the game and saw this one and it clicked together, especially since GTA in my 90's brain is still top-down (watche the GTA 2 trailer if you haven't seen it, it's like a short movie!)
Thanks for the kind words and for playing my game!
Yeah, I've got a bug with the death slomo, if you click the Main Menu button before the screen fades to black fully it stays for the next run. And you want to click it fast, because I've added a slomo and it takes too long .
I didn't want to update the game after the jam was over (not even sure if it's possible tbh), so I left it in, lesson learned: don't mess with slomo 15 minutes before submission!
irst UE game I played during this jam and it looks it. The controls could be a bit better or even on the screen - R is above F, but lowers the barrel, G/T don't seem to be very intuitive, but other than that, game is solid. I'm not sure how the AI works, I thought for a second it takes the player's last shot and adds some randomness, so the closer I was the closer the AI is, but I think that's not true :P
Had fun, good job!
No idea why I didn't think about keyboard controls for the buttons, it would be so simple, great point.
As for the music, I actually made a track for the game, but I only had like an hour to make it and I decided that it's pretty bad and would make the game feel worse - this way you can play your own music :P
Thanks for playing!
I could probably spend the whole 3 days making sure the movement is on point, but I couldn't, so here it is!
The world is actually kinda cheating, I made myself a template in photoshop that I used to generate 2k x 2k tiles and then I spawn them randomly in the world, the map is only 2x2 tiles big.
So I basically have 5 different tiles, shuffle the list and spawn first 4 :)
There are only 2 things I want to point out: the zoom animation is very slow, trying to go back from the last level (I presume, couldn't go deeper even though I had enough people) was a bit tiring and I can't figure out how to build a ship, everywhere I try it's red :(
Now, for the good parts - it's very pretty, has a lot of atmosphere and the idea is awesome, I wanted to espace and I need to know if there's more than 20 levels (I think it was at requirement of 100 when it stopped). Great job, please keep going, it's such a unique idea!