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A jam submission

Deep Dive - ProView game page

Submitted by Ollibanjo — 5 days, 20 hours before the deadline
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Deep Dive - Pro's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#24.3334.333
Overall#63.6673.667
Sound/Audio#63.6673.667
User Interface (UI/UX)#83.3333.333
Visuals(Graphics)#93.6673.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://ollibanjo.itch.io/deep-dive-pro/devlog/742395/v14

Developer Feedback Questions
Uploaded V1.3 first, and now V1.4 with lots of improvements

Ideas for further improvement?
What did you like the most?
What did you dislike the most?

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Comments

Submitted(+1)

Really fun and I like the art! (And the funky music too!)
The gameplay itself is pretty straight forward and easy to understand. 
The details on the corals are really good, and I like how you can suggest that all the fishes are dangerous through the use of blue, which is why I thought the squid in red is a good thing to catch! I'd suggest you to group it in similar hue to the other fishes if they behave the same way... ^^ But overall, very well done! I enjoyed it!

Submitted

I like the music and it's fun to run away from the fish. The problem is that some coins go behind the grass/tentacles and I can't see them. I think coins should emit some kind of particle effect so I know they're there.

Developer

Thanks for the Feedback. Yeah i ackknowledged that already as a problem that not all coins are visibile, some are behind the plants. i like the idea with the particle system to emit some glitter or something. Will probably implement something like that or a nother method to make them more visibile, or at least a visible area around the player when he is behind objects so that you can the those areas. 
I hope that the next build also fixed the issues with some of the coins slipping through the terrain.

Submitted

overall good, i was able to got all coins. i noticed that moving by diagonal is going faster than by side/up/down, you need to normalized vector2 of velocity. what i don’t like is the mix of art and different scale of the same picture, like shark. i liked simple idea and current implementation is ok.

Developer

Thanks for the feedback.
Yeah that with the diagonal movement going 1,4 times the speed is a classic xD i didn´t noticed it while playing. It was mentioned before. But I fixed it already and will upload an update next week which also includes a few other features, few more bugfixes and probably also a few more bugs ;)
Because i didn`t had to many sprites, tried to mix it up a little bit with the scaling.

Submitted

going diagonals runs twice as fast, perhaps it is summing the force vectors ... 

perhaps more things to get in the see at different depths would make diving a strategic decision.

dont know if showing fps like that is a good idea.

Submitted

I think you can improve the UI

Developer(+1)

Hi, what exactly would you suggest to improve?
or how exactly?

Submitted

I don't like the buttons on the left, then I think that the UI should remember the environment, so make it more ispired to the sea.
Moreover it could be better if the fish follow you if they see you

Developer (2 edits) (+1)

ok thanks for your feedback, that is more constructive i can understand that with the UI.
i already had some enemy chase mechanic in, but it is kind of hard to balance the speed between player and enemy on such a "small" game area, therefor i didn`t put it in in the end - did`t satisfy me.

in the next build there is already a tresure chest on the ship, and each gold you pick up is kind of "heavy" so you get slower. which increases the difficulty because you need more time to get back to the surface and also are not as flink to avoid the "stupid" enemys. you have to get back to the boat because you need to drop your gold into the chest, loose the weight and gain the speed back.

Submitted(+1)

That seems to be a good improvement!