I really struggled with the controls. but all things considered it was neat, and the control scheme was interesting!
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Bay of Stars ☆ Customarine Tours's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #420 | 3.363 | 3.500 |
| Theme | #471 | 3.363 | 3.500 |
| Visuals | #508 | 3.603 | 3.750 |
| Overall | #614 | 3.229 | 3.361 |
| Gameplay | #619 | 3.122 | 3.250 |
| Audio | #620 | 3.122 | 3.250 |
| Enjoyment | #1024 | 2.802 | 2.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
“Nothing can go wrong!” Exclaimed the customers, before attaching an anchor to the top of their submarine.
In this game, you play as a submarine pilot serving customers who wish to sightsee the sea ruins buried deep underneath the Bay of Stars.
As you find new ruins, the customers will request to implement new submarine attachments to “help” with the voyage. They will also periodically activate these attachments, of their own volition.
Players will aim to find as many ruins as possible for a high score, carefully considering whether another voyage is worth it with the attachments they have. The score is only kept when the player willingly returns to the shore after finding a ruin and is discarded if the player dies.
“Nothing can go wrong” applies to the many unforeseen ways the voyage can go wrong, and with the risk management aspect of the game.
What code and assets did you not make from scratch during the jam (if any)?
Fonts.
How many people worked on the game?6


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