That was really interesting, thanks for the game :) I can't help but wonder what this might be like in versus multiplayer…you might have something here!
Play game
Submarena's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #36 | 3.923 | 3.923 |
Overall | #45 | 4.106 | 4.106 |
Audio | #59 | 3.846 | 3.846 |
Graphics | #63 | 4.077 | 4.077 |
Authenticity (use of resolution) | #95 | 4.577 | 4.577 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Nope, just Raaaaaandy.
Was the resolution a challenge?
The low resolution was perfect for a simple tile-based, turn-based strategy game. It did require adding tutorial screens since there was no room in-game for tooltips.
What did you learn?
I learned how to do animations for the first time. Yay!
Comments
Not sure what to say about this one. I loved the concept and visuals, and everything felt super polished.
But gameplay wise it felt a bit lacking. There didn't seem to be much strategy/challenge - mostly I just repeatedly move then scan (or wait for the enemy to surface), then move into place and shoot.
Great game! felt like there was a wait between turns, and I was confused at how to play at first, but really like the mechanics! having to surface to obtain more air also makes it 20x better as you can find your enemy's position. this would be an awesome 2 player game.
Nice tactic, I feel lucky enough to try game+ variant with several enemies :D
The only thing that i can complain is that I can not switch mode while enemy attack. I made a wrong action quite a lot because of that.
Good work!
Cool game! There's a surprising amount of tactical options with a fairly limited move set. I particularly like the idea of having to come up for air every so often. It means you can't run and hide forever and eventually will eventually have to confront each other. The graphics and sound design are great too. Being able to tell what the enemy is doing by listening is a nice touch.
Really original idea, nice graphics and sound, just good overall :)
Victory \o/ this is amazing, so unique and well polished. Fantastic game :D It's so nerve racking top marks :)
Great game, i wanted to see if i could chees it and i think i did, if you just spam missiles in a long sightline because the enemy can only move or shoot they need to either go around you wich will take for ever or go die, i think a way to fix this if you could move and use one ability, your game is so good that i got to the 'balance' side of things i really enjoy it, i would play more if you ever make more content on it.
Interesting gameplay concept, it was fun working through all the levels and perfecting a strategy. Would make a great multiplayer game, or something with some sort of random generation. Certain UI elements can leave the 64 pixel grid sometimes. Sometimes it was a bit hard to actually fire off a missile due to the fire prompt not showing up unless specific positions were moused over, and the enemy action could have had telegraphs besides a very quiet sound.
Seems like a cool game! I really like the aesthetics and concept. The mouse click didn't seem to be working right for me though, I could move around with wasd, but I couldn't seem to be able to use torpedoes or sonar. Idk if it was a bug, or just my machine. Cool looking concept though :)
Hey sorry it wasn't working but I've just tested it a bunch and it works on everything I have - can you confirm the little clickable icons aren't showing up in adjacent tiles? I'm not the best gif maker but I recorded a gif below:
Will play your game in just a moment when I make sure this is working!
Are you using a Retina/High-DPI display? I had no idea this would affect it but after reading a bunch of StackOverflow posts I think I see what's happening. I appreciate you showing me what you're seeing as it is working fine on my old 2012 Macbook Pro but obviously they have come a long way in 10 years.
Hey man I really can't thank you enough for showing me there was a problem with the scaling on Macs; not sure how I ever would have known. Posting a little code snippet here for anyone else using mouse positions in case Google brings them to this corner of the internet while fighting with WebGL and Retina displays. Technically it could work for any tile-based game to easily say what tile (or even pixel on a low-res game like this) the mouse is over. Thank you!!!
Position WhatTileIsMouseIn() { Vector2 mousePos = Input.mousePosition; mousePos = new Vector2 (mousePos.x, mousePos.y); float scaledMouseX = ((mousePos.x / Screen.width)) * 8; // the 8 here is how many tiles across your screen has float scaledMouseY = ((mousePos.y / Screen.height)) * 8 - 1; // the 8 is vertical tiles, minus 1 for the bottom border in my game return new Position((int)scaledMouseY, (int)scaledMouseX); // casting the floats to integers truncates them }
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