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A jam submission

AquanautView game page

Explore the depths of the ocean in an underwater metroidvania
Submitted by Torgran — 16 hours, 56 minutes before the deadline
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Aquanaut's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#54.0774.077
Relevance to the theme picked#84.2314.231
Sensory#133.5383.538
Overall#143.5083.508
Execution#143.3853.385
Enjoyment#302.3082.308

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Grow And Shrink - You Are Not Alone - Fishing

Engine
Unity

Team/Developer
Torgran

External assets
Zapsplat SFX

Reference info
minishcapezlo

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Comments

Submitted

Pro:

  • Ambience was pretty good
  • Theming was pretty on-point. Though to be honest, I still felt pretty alone on this one. If I had made this I might have dropped that in favor of the much stronger other two themes.

Medium:

  • Controls were mostly okay. A bit awkwardly positioned.

Con:

  • This game is really slow. Most other complaints I have would probably be alleviated by up to 50% if the game moved a little faster.
  • Getting hit and barely not making it onto a platform several times as the submarine
  • It's a bit frustrating not knowing if I'm setting myself up to backtrack through a whole room. Didn't actually happen all that much that I recall

Opinion (minimal if any impact on my scoring of this one):

  • Maybe it's not fair, but honestly the downer ending sort of put me off. (I did not get all the fish, so it's possible that changed things.)

Overall: Solid, but like most things in this jam, has room for improvement.

HostSubmitted

What an ambiance! The game felt so ominous, with the cutscene at the start and the various noises you could hear while playing. Unfortunately, the game felt really slow, both because of the player's movement and level design. I also had a problem with the resolution, I could not see the whole HUD. The lack of checkpoints also made the experience draining, and boring after a few times. But I believe those are all rather small fixes, and the game has strong points like the aesthetic and atmosphere. Lots of potential!

Submitted

I absolutely love the visual design of this! The minimalist pixel art is very striking, and the monochromatic color palette both adds to the mood and allows the yellow power ups to really POP, making it very clear that they were a goal to move towards. I thought the level design of the first section was very well done, basically forcing the player through a loop to get the thruster upgrade before opening the world up significantly with the ability to go in the sub.

Unfortunately, there were definitely a few elements that made the game more frustrating than it should be. As others have mentioned, the slow movement, while definitely on theme, makes it feel a bit like a chore to play. I died once on my way to getting the thruster and was very annoyed that I had to do that whole loop again, since it was a bit tedious and not particularly exciting. But once I got the sub, movement felt a lot better, although since the world opened up so much, it did make it a little daunting to try to choose where to go next. Also, while the color design is excellent, it did make it occasionally difficult to determine if some stray pixels were spikes that would damage me, or just part of the environmental aesthetic. Maybe you could choose a separate color for things that would damage the player?

But overall, this is a really impressive piece of work!

Submitted

I really dig this game's aesthetics. It's very cohesive between gameplay, visuals, and sound - great work!

-The atmospheric sfx really helped with mood, combined with the reduced color scheme

-the map and UI were very clean and readable

-gameplay loop of going in the sub and exploring on foot is interesting and fun. I really enjoy the concept of having a vehicle to enter/exit

Fun entry! The gameplay was a little slow, but I understand the intention behind it. It was an enjoyable experience!!

Developer

Thank you for playing!

Submitted (1 edit)

Okay... Let's see this...
Art is very nice, simple, but still looks great. I also really like the submarine idea, it's a really creative way to make a game about exploring underwater.

But man, that was really draining, I'm so sorry :,3
The movement is fine, really, I don't mind it being slow, and I'm glad you had the courage to commit to it, but really, if you're gonna go for slow gameplay, the level design needs to support it. The map is just MASSIVE, when I pressed esc for the first time and saw that yellow dot aaaaaallll the way up to the opposite side of where I was I was legit filled with pure DREAD of having to walk that entire ginormous path. And the fact I knew it was gonna be just a single upgrade and that I would still have to backtrack AGAIN to be able to open stuff right where I already was made matters even worse. Combat is also just non-existant, none of the enemies poses any threat and killing them with the submarine just doesn't feel satisfying at all, wich made me feel like I was just traversing huge chunks of emptiness the entire time.

I also really missed some music here, or at the very least some ambience sounds to be constantly playing on the background instead of every once in a blue moon, because silence really just demotivates me entirely. (I gueeesss silence is more atmospheric?? Idk man, to be really sincere, atmospheric games are just not my thing, like, at all).

Also, the game's resolution simply didn't fit well on my screen, so I couldn't see the lower half of the HUD, and by consequence I also couldn't read any of the dialogues properly


I only played until I got the mines upgrade, and I admit I was already going to stop there, I was already not willing to go any further than that point, but then the upgrade aparently just bugged and didn't work, so that was just the excuse I needed to get out for once. No clue if I was doing anything wrong, the mines just didn't want to come out, wheter I was inside the submarine or not, but oh well.

I'm sorry man, I really really tried to have fun here, but I couldn't think on anything to do for that honestly, I just didn't really wanted to mess around here, so I just got kinda... bored.

But hey, this is still a very impressive entry nonetheless, I admire how you managed to pull out a map this big and filled with good looking visual props in a single month, and as I said, I have huge respects for you diving fully head on on your vision for the game, even if I not enjoyed it at the end. And it's also a complete package, wich already deserves praise by itself.

Developer(+1)

I'm sorry it wasn't a great experience for you, but I appreciate you giving it a shot and writing some great feedback for me. You made it so entertaining to read, I forgot I was being criticized. 

Thank you, anyways!

Submitted

Absolutely incredible game! The slow movement could be annoying at at times but it does wonders for the atmosphere and I honestly wouldn't change it by too much. What I would add is checkpoints - I quit after my first death because I was very far along the path to the final upgrade and being sent all the way back to the start was extremely demotivating. Atmosphere is definitely the game's strong suit, everything feels nice and creepy and even though the game wasn't all that difficult I still felt constantly vulnerable thanks to the slow movement. Overall, good job!

Developer

Thank you so much! I could definitely see checkpoints doing a lot to help make the slow movement less tedious.
I'm glad to hear the atmosphere was doing a good job :)

Submitted

I got very Master Blaster vibes from this game, so that was cool - a very good use of the Grow and Shrink theme. The atmosphere was great too, the black and white and only occasional sound effect gave the whole world a very unsettling vibe, and the intro did a good job of setting the treacherousness of the trench up.

Some things I struggled with

1. The speed and pace of play. I get that you're underwater and the speed of movement did a really good job of selling that atmosphere, but it just took forever to do anything or get anywhere, especially if you died and had to start over. I would have enjoyed a better balance between realism and speed.

2. Once you get the submarine, it's kind of hard to know what exactly the little guy is used for. I sent him outside the submarine to get some fish sometimes, but his gameplay didn't feel super differentiated aside from not having a weapon, and I would usually just sprint to the fish and then hit escape to go back to the sub. Giving him his own particular niche aside from being able to fit through one-tile gaps would help with this.

I admittedly didn't get super far in the time that I played (by the fourth time I died, I didn't have it in me to navigate through the cave system again), so I don't have a lot more feedback. I think if you were trying to sell a very oppressive, alien atmosphere that makes you feel super vulnerable, then you definitely succeeded at that. 

Developer (1 edit)

I had to do a quick search for Master Blaster but I'm amazed how accurate your comparison is. Very cool!

With the speed of play, I'll admit that it was an unforeseen problem that now seems quite obvious. I definitely could have dialed back the realism.

As for the little guy, I also agree that he becomes a little useless after a while. I had planned a lot of mechanics involving him that didn't make the cut due to time. For example, I intended to have buttons where you would leave the submarine to weigh a button down, go somewhere as the aquanaut and press another button that allows you to return to the submarine and go somewhere new.

Thanks for playing and giving such in depth feedback! It is greatly appreciated.

Submitted

Very creative application of the Grow and Shrink theme through the submarine/astronaut switch mechanic!

The game has an excellent 1-bit(?) aesthetic, and I appreciate the minimap, though like previous commenters have said the incredibly slow movement makes traversing the large map very tedious. If the player and submarine were twice as fast it would've been awesome.

But great game otherwise!!!

Developer

Thank you for the kind words!

I completely understand struggling with (or against) the slow movement. I made it so slow to fit with the underwater aesthetic, but I may have gone a little overboard with the sluggishness.

Submitted

I tried to play it and really want to like it but the movement and jump are really slow. It seems the maps are well designed and I really like the art and aesthetic. I think I can potentially enjoy playing this, it would be nice to play if the character had a faster movement speed.

Developer

Early in the design process, I tried making the character faster and found that I didn't really feel like you were underwater. So for better or for worse, it seems I traded ease of enjoyment for realism :P

Thanks for wanting to like it :)

Submitted

Nice. The atmosphere worked well, and the sfx felt coherent. I also really enjoyed the opening cutscene. 

The movement felt quite slow to me and having a soundtrack to listen to might have made it feel less monotonous. 

Nice job!

Developer

A soundtrack would have been amazing! I was hoping that a Minecraft cave ambience sounds approach of short spooky sounds every so often would work here, but I see how slow movement + little audio stimulation = monotonous. Thank you for playing!

Submitted

Atmosphere was quite good, I especially liked the SFX.

Developer

Thanks for playing!

Submitted

I liked the art. Its simple but atmospheric. I would have liked more in the way of general looping ambience to properly set the mood of being underwater. The movement and the jump felt really slow. The loop back to the start when getting the part was nicely done.

Nice entry.

Developer

Thank you! I'm glad you liked it.
I had to work within my (very limited) knowledge of audio design, so that aspect could definitely use an improvement.