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A jam submission

Deepwater DiveView game page

Save your crab buddy from the abyss!
Submitted by breadroll — 39 seconds before the deadline
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Deepwater Dive's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#233.6253.625
Concept#393.6253.625
Overall#393.4063.406
Presentation#463.3753.375
Enjoyment#533.0003.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
breadroll.

Software used
Godot Engine, Aseprite, BFXR

Use of the limitation
The air bar, functioning as a health bar, is used up to shoot bubbles that defeat enemies.

Cookies eaten
If Oreos count, 4.

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Comments

Submitted

Really pleasant game to play! the music fits well with the theme and movement, although sometimes hard to control, felt like i was actually controlling a dolphin, SFXs on point and overall great submission!

Submitted

Fun idea and overall a nice experience

Submitted

My only suggestion would be to maybe add an indicator that points in the crabs general direction. Otherwise I thought it was a really lovely little game!

Submitted

After trying once, had to go back and read the HOW TO :) 
Fun little game. Reminds me of the games from when I was a kid.
 Keep it up!

Submitted

it is quite jarring that your movement direction is not your bubble direction. moving around, you go to charge up a bubble and— just like that you’re facing the complete opposite direction! getting rid of the mouse controls entirely would have made this a much better game.

the blue health meter is also very difficult to see atop the blue background, so it’s hard to tell how much health you have left at any given time

Developer

 I chose mouse controls because deeper zones required quicker and more precise aim, and the goal was to give the player a control scheme that could give the player that. Having it be keyboard controlled makes it quite hard to aim where you want it to go, because locking it to eight directions and having it attached to the movement keys was surprisingly clunky.

Because some graphics processing didn't initially work for the HTML build (I was using GLES3 and it's way too transparent there), the way I made the UI didn't work properly. I didn't notice that until after I submitted the HTML export, so it was a quick fix.