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Deeper Diver's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #65 | 4.000 | 4.000 |
Game Design | #324 | 3.042 | 3.042 |
Audio | #342 | 2.875 | 2.875 |
Overall | #345 | 3.000 | 3.000 |
Fun | #350 | 2.875 | 2.875 |
Graphics | #432 | 2.917 | 2.917 |
Innovation | #534 | 2.292 | 2.292 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Quite literally, the player dives deeper to beat their own high score in this long distance obstacle avoidance challenge.
Did you write all the code and made all the assets from scratch?
Using the Unity engine, all scripts are written by me. Credits are included in the game and on the game page.
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Comments
Wow! Nice game. Good contoles and graphics)
The diver's muffled exclamations upon hitting an enemy are hysterical haha
Fun little game
1351, fun and I like the graphics, forgiving but the difficulty is well balanced
It's pretty fun! The starting screen was hilarious! But you could make it a little bit harder. I mean that there is always this one bubble / oxygen tank which will always save me, no matter how much I screw up.
I'm glad you liked it! Thanks for the feedback
Ahhh it's so hard but in a good way! Would be a nice mobile game :D
Thank you very much! I'm glad you liked it. If I can get touch and gyroscope input working, then I'll definitely be making a mobile build :D
pretty fun, good job :)
The game was good and it was cool to see that we had a similar take on the theme! I particularly liked the count down when you reached 0 oxygen! One thing I did notice is the repeating patterns of level layout! perhaps more variations of these would make the game feel more random!
Thanks for the feedback!
I definitely want to introduce more patterns to keep things interesting. I could possibly even ramp up the difficulty based on depth in a future release. As it is, I have a total of 13 obstacle layouts, and 3 oxygen mercy layouts. Luckily, they're the easiest thing to make more of :)
The diving action (spacebar) feels more like a booster than a dive since you can move up and down using WASD. It feels a tad unnecessary even more since the diver becomes unresponsive/too fast after the 'dive'. Only managed to get 179m :(
Just a suggestion but you can make it more fun by maybe only having a left/right button and a dive button. Pressing the dive button could give the player momentum to dive by consuming a small part of oxygen. The momentum could fade with time thus the player needs to constantly 'dive' as they go deeper.
It was fun nevertheless :D
Thanks for the feedback!
You're right, the dive is a "booster" in code because it temporarily raises the velocity limit. It's called "Dive" because it provides a double boost downwards.
I had considered only providing left, right, and dive actions, but I discovered that made it too easy to accidentally swim into an obstacle if the player pushed themselves downward. Player movement has momentum underwater, and the best way to slow down is by pushing yourself in the opposite direction.
I'm glad you had fun!
Hmm, that makes sense logically but the gameplay could be improved a bit, maybe add some particle effects of water gushing by or something to indicate momentum.
I think you could make the game a little bit harder by giving the player less oxygen. Sometimes I would just fail miserably to dodge swordfish but would still make it in time to replenish my oxygen. Nice work tho! Dodging sea urchins was fun!
Really well executed game. I feel like the hitboxes were a bit too unforgiving. I often felt like "I did NOT touch that urchin".
I noticed at some point the game adapts to how much oxygen you have and spawns a level chunk with oxygen if you're low so I could just cheese the game. I played until 2100m feeling condifent I could just keep going forever :D
Thanks for the feedback! I'm glad you liked the game. I'm also laughing to myself because I wasn't sure if anyone would figure out this method of cheesing the game :)
I debated with myself for a while if I should offer a way out of the low oxygen situation or if I should just leave it up to chance. In the end, I added some padding between "emergency oxygen" sections and normal sections to increase the chance that the player would reach the oxygen at the end of the grace period.
I think what I actually need to do with the colliders is fix the player's shape. I stuck with a capsule collider because I had planned to animate the diver and wanted to keep the colliders simple. But it's shoulders and the feet have way more space around them than they should. I'll leave it as is for the review period and fix it afterwards.
This is a fun one! I agree with Shigeal, the opening screen is great :D
Who knew the ocean was so sharp and pointy?
The title scene itself is a masterpiece! And replayability's working just fine. But with these purple spikes you need to be frame perfect, I don't have the skill for that kind of moves :/
Really good game! I get the pattern so I manage to over 1000m and then stop on purpose, still pretty fun to try to keep going without big mistakes even after getting the pattern of how to play to never die, the visuals are very nice and the gameplay feels smooth
The game is good. I like the graphics, I do not like the character collisions and at the start it is hard. But good job!
Thanks! I watched the stream and I think I understand what you're saying about the collisions being "too accurate".
I wanted to make sure the game was challenging, so I tried to make the collisions as close to the models as possible. I might make it so that the swordfish is only dangerous on its front, as a way to relax things a bit. In the future, I hope to increase the difficulty gradually as the player gets deeper.
Really fun game!
Really fun game!
Thanks! I'm glad you had fun
The game was really fun! I loved the mechanic of giving some extra time for the player after the oxygen ran out. Clutching refills when I was out of gas was super intense and satisfying! I just feel like the controls to move side ways were a bit sloppy but maybe that was intentional. Good job!
Thanks for the feedback!
These controls are actually version 2.0 of my original idea. Because the character is swimming, I felt there should be some momentum mechanics to keep things challenging. Originally, I had the player tap the key for every stroke they did in the water. Now, it just applies some directional velocity.
I'm glad you liked the clutch-refill (good name for it) mechanic! I wasn't sure anyone would notice, but I wanted those moments to cause a little panic in the player :)
Really fun game! I enjoyed playing it!
Thank you! I'm glad you had fun
Thank you for the game! Nice one. And Really like sounds :)
Thanks! I especially wanted to make sure the bubble pops sounded good :)