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A jam submission

Turbulum AQUARIUMView game page

Outsmart your enemy in this tense under-water Tactical game of Cunning Viciousness and Deception
Submitted by Pitiless Peanut — 8 minutes, 12 seconds before the deadline
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Turbulum AQUARIUM's itch.io page

Results

CriteriaRankScore*Raw Score
Theme - How well does it match the theme?#24.3334.333
Innovation - How unique are the mechanics?#23.6673.667
Tactical - How tactical is it?#42.6672.667
Fun - How fun is it?#52.6672.667
Graphics/Visuals#52.3332.333
Controls - How well does it control?#51.6671.667
Sounds/Music#51.0001.000
Overall#52.6192.619

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

How large was your team?
1

What tools/engine were used to build the game?
custom

Will you continue to work on the game?
Please help me finish this!! Lots of ideas: AI, Random maps, WebGL, and more..!!

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Comments

Submitted(+1)

On the plus side, your game was on theme. The units were all underwater units and a variety of them. We managed to move around but when we moved onto the worm nothing seemed to happen. Were weren't sure why we had so many turns or what we were supposed to do with them.

The game seemed to hang frequently for seemingly indeterminate amounts of time, asking us to wait after a mouse button press. We didn't understand what it could be doing in the time it took to return to the play screen.

Our game, Scuba Squad, was actually a 2 player game as well, up until 3pm of the submission day! We threw together a simple AI in 5 hours. Give it a go, you can do it!

It looks like this might be your first game (on itch at least) so well done for completing it and submitting it before the deadline (8 minutes was close). We look forward to seeing more games from you in future jams.

Developer(+1)

Hi! Thank you for trying the game, super appreciated! All issues are known and have resulted from the game being rushed to make it until deadline! Unfortunately creating a tactical/strategy game is of enormous complexity (even if they appear "simple" on the surface) and not something that can be easily done in a week or two since they diverge from "standard" game-styles such as platformers, rpgs or similar for which you can find tutorials. However, a webgl backend is under development and has top priority. That should fix the most pressing problems and make the game "playable".
An update is scheduled by february and if there is interest I would be VERY happy to continue development with regular updates. I think this could become a very captivating two-player strategy game with a lot of depth (pun intended!) and exciting gameplay once most features have been implemented.

Submitted(+1)

We totally agree, the complexity is not obvious until you start trying to implement all the mechanics and suddenly your 10 days has gone and you have no sound effects in there! Are you creating your own WebGL backend for the fun of doing it? Just wonder if you'd thought of Unity or even Three.js?

Ping us when you have a new version. We can't guarantee we'll get to play it but we'll do our best. Good luck.

Host(+1)

Unfortunately I am getting stuck after using all my action points. But I like what I see: a unique take on action points, the top down view, and mechanics that seem easy to understand and hard to master. I am looking forward to see this game progress!

Submitted

Good concept, I experienced a few blocks while playing and had to start over, but it's a very original idea. I really like how the action points distribution was implemented. I believe it has the potential to evolve into a great game in the future!