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Sonar Sight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #79 | 3.182 | 3.182 |
Fun | #154 | 2.909 | 2.909 |
Overall | #182 | 2.818 | 2.818 |
Visual | #198 | 2.818 | 2.818 |
Audio | #201 | 2.636 | 2.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
I made them during the jam
Are you using any AI generated assets?
AI was used for learning or solving issues involved was not used to generate assets beyond code snippets of problems I didn't know how to solve. Feel free to message me about in discord @Mogi83
Did you use BulletFury?
No
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Comments
I liked the game's concept, I don't remember any game similar to it, it's also a fun gameplay.
I didn't find a good way to find the submarines, taking at most one each run. I wasn't expecting this kind of difficulty in this jam XD.
I had fun, the concept is very cool. I had a lot of difficulty finding the other submarines, the mechanics were pretty clear but I just never could quite locate more than 1 or 2. I'm used to bullet hell games with a much faster pace, it took me a second to adjust to a more cautious and thoughtful play style but overall I kinda liked it, it took the concept of bullet hell and built on it instead of just being a carbon copy of the classic arcade games. If I were to come up with a design note my only thought would be maybe having an easy mode with a faster sonar rotation. I think it is playable as is but it would give new players to the game a chance to get their legs under them before jumping into the regular challenge, and I see it has been called out already but just some level boundaries. Overall really solid, great work for the limited amount of time!
Very unique game! I like the idea behind it, you had great idea and cool implementation. Congrats!
Very cool game. It has a very interesting mechanic and it was exciting when I finally figured out how it works. If I were to change one thing, I would make it a little harder to find safe areas so that the torpedoes would cause more anxiety. Overall, it is a refreshing take on the bullet hell genre.
Thank you for playing my game and for your feed back. Part of how I was trying to fit the bullet hell genre with the game Sonar Sight came out to be was forcing the player to choose to either move and risk running into a mine or stay put and run the risk of being hit by a torpedo they didn't detect, and because of that there aren't really any safe zones on the map. However because I ran out of time you can 100% just drive off the tile map and sit in null space safely if you go far enough.
Another note I just realized you made a game called bugs and your profile picture is a frog, I find this pretty funny :D
Nice game design and good menu music, I was able to destroy 2 - 3 subs most of the time but the sea mines got me in the end. In the end i found the best strategy was going off the map xD
Thank you for your feedback, and there are a total of 10 subs on the map but well done regardless I intend on changing the balance of the game the amount of enemies mines and map size in the future. I still need to work on the going off the map part for sure and will be changed in a future build. Glad you enjoyed the game!
It's a very cool and original idea!
It's also a patience tester, because you want to move and do stuff but have to wait for the line all the time. If you don't you'll explode. So it's actually an: avoid punishment game.
I'd suggest making it an active battle zone game, where you can move freely without worry, but the scan reveals treasure or ammunition. So it's more of a reward to wait instead of a punishment
Here i want into the deep: those damn torpedos will never find me here
That going into the deep part was a problem I never got around to working on, Making the edge zone into more of a pacman style teleport system where if you go up past the map zone you just loop back around to the bottom. Good Idea going out of bounds for safety, the enemy torpedos are programed so that they do have a range so you are in fact safe, good on you for breaking the system lol.
As for your idea to make it more of an active battle zone I don't think that is the direction of Sonar sight for the time being the current focus is to fix problems like you found first then work on an upgrade system rebalancing the map/enemies/player health and having more set stages. This games hinges on the sonar mechanic and if that was no longer a thing I feel like I would be removing a core gameplay mechanic. However in future builds of this game there will be changes to viewport and sonar speed and or how the mechanic works.
Thank you for the feedback!
Sonar Sight is a unique prototype with strong similarities to Battleship, where a player relies on the use of the submarine's sonar in order to detect projectiles and enemies. While there weren't enough projectiles for me to consider this a bullet hell, this is a super exciting concept that I think could be fully realized into a one-of-a-kind underwater warfare bullet hell game.
Some notes:
For a first game, this is an incredible prototype. I'd love to see how you go forward with it, should you decide to polish. Well done!
First off thanks for playing my game! Your description is totally accurate! I wanted to make something unique instead of the standard bullet hell formula but lost some of that focus for sure. Your notes are actually on the nose there are lots of stuff that got cut due to time where a minimap was one of them! I am going further with this project after the rating period is over so I can get as much playtesting out of it. I am not much of a sound/music guy and the track in the game was made by my dad given time constraints we didn't have time to work on a track for the gameplay but will most likely have something in the future. Thank you for your review and feedback it means a ton!
That's awesome, I'm looking forward to seeing the development! Once more you did a great job given the time constraint, you should be proud.
I really enjoyed the sonar mechanic. Making the player limit themselves based off of risk is really engaging in this type of game. Having to choose between moving in an area you have no idea is safe or not and waiting to move when you know is safe is a fun way to give more options to the player movement by restricting it.
Of the feedback ive received I think you may be the only person to truly understand the risk/reward idea of moving and staying one place which is super cool to see as a developer. Thanks for playing my game and providing feedback!
The idea of seeing enemies/obstacles in the environment with sonar blew my mind. At first I didn't understand anything and then I lost my mind when I heard the sonar sound and saw the submarine. Amazing idea!
The design could have been better and the mechanics could have been smoother, but even as it is, it's an incredible job, well done.
Thanks for playing the game!
I am so proud of how different of a game this compared to the usual bullet hell mechanics of a big enemy and you shoot at it and dodge. That being said you are totally right since the jam submission has been out ive gotten feedback like yours to make changes on things like increasing the viewport to be a bit more managable, and really working out the smoothness of the game.
Again thanks for playing the game and providing feedback <3