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A jam submission

TrisubView game page

Submitted by idk1To3 — 22 hours, 21 minutes before the deadline
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Trisub's itch.io page

Results

CriteriaRankScore*Raw Score
Impression (score low for unimpressive, high for impressive)#203.6003.600
Legitimacy (score low for jam-spam, high for authentic "in the spirit" entry)#224.5504.550
Adherence (score low for poor theme implementation, high for sticking to theme)#224.2504.250
Overall#234.0254.025
Originality (score low for unoriginal, high for original ideas)#293.7003.700

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Simple and addictive. Felt like the classic 80s home computer video games right down to the aesthetic (but fortunately had a much higher framerate!)

Submitted

Very Simple Yet Very Deep Game, Nice Work.

Submitted

31k feet! Woohoo.

Submitted

The game is pretty addicting. You could use different shapes for the submarine. 

How did you calculate the collisions.

Developer(+2)

The way it works is that the left side of the sub is checked with the individual sides of the left wall, and the right side is checked with the sides of the right wall. For optimization, only the lines of the wall that are at the same Y-level as the sub are checked.

As for actually calculating collisions, i used the line collision algorithm provided by the olc utils 2d geometry library.

Submitted

Love it! It's simple but addicting. I tried like 10 times and only could get to 28k depth. I'd love to know how you generated the randomness in the trench!


Developer(+1)

I appreciate that you like it! The trench is actually a bunch of lines connected to each other, and as the submarine falls down, new lines are generated. All lines have as a start point the end of the previous line, and as an end point a random point along an arc of 160 degrees downwards. The lines are also set to only be within a certain horizontal range, and those ranges slowly shift as you descend, making the trench also slowly shift

 

Submitted(+1)

Oh ok makes sense! That's really smart and you made it look really good for 'just' being a bunch of connected lines. Thanks for explaining!

Submitted

A really nice concept - nailing the risk/reward balance. Well done. I got to 61k depth .. and was struggling to see with the failing light.. I'll have to find a brighter monitor!! :)

Submitted(+1)

A joy to play — thank you! I didn't get very far though lol, love it well done!