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A jam submission

The Deep DescentView game page

Ocean exploration game
Submitted by BreakfastBoii (@BoiiBreakfast) — 2 minutes, 41 seconds before the deadline
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The Deep Descent's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#94.3574.357
Graphics#174.2864.286
Overall#273.8613.861
Audio#373.7863.786
Game Design#533.7623.762
Innovation#593.5953.595
Fun#1523.3813.381

Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You go exploring doing tasks deep in the ocean, with depths increasing each level.

Did you write all the code and made all the assets from scratch?
Some of the code I made specifically for this project, some of the other assets I had used in previous games, and only a few I have taken from online.

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Comments

Viewing comments 34 to 21 of 34 · Next page · Last page
Submitted

The visuals are amazing!! it was an interesting gameplay well done!

Submitted (1 edit) (+1)

You really nailed the visuals and the sound design on this! I think the gameplay could be faster but the slow pace helps the creepy atmosphere. Nice job!

EDIT: Just saw this was 2 minutes before the deadline. That's nuts

Developer

Thanks! 

Yes, I was up all night until 6 am submitting this game, I was rushing as hard as I could and was super tense but so relived when I was able to submit it and fall asleep at like 7 am. Best feeling ever.

Submitted

Yeah I was up past midnight on mine. Not quite as impressive but I'm personally more of an early bird.

Submitted(+1)

First time I've seen a dual mechanical application of the theme. Usually I'll see a mechanical and narrative application, so this is rather unique.

Very immersive atmosphere, which is impressive for something that was made in a week.

The only thing that's bugging me are the waypoints. I feel like they should tell you when you're in range, and the text/minigame should appear in it's own box so it's text doesn't mesh with the waypoint texture. Also, there should be some indication of the order you're expected to do them in, so the player doesn't end up going to the wrong one first (like I did).

Overall, very good entry!

Developer(+1)

For being in range of the interactiables, I probably should’ve just changed the crosshair, like I did in a previous game, but the idea never really crossed my mind during development :/


(At least for the games current state) the only time you need to do interactions in a specific order is for the final level, but even then the first 2 can be done in any order and it only exists so that the player can get a good look at the squid before the chase sequence for the horror of it. 


Thanks for the comment though! 

Submitted(+1)

I had no idea that was supposed to be a chase sequence.

I was just sitting there in awe of the squid, and next thing I know the game's over and I've jumped a meter away from the screen out of shock!

Developer(+1)

Lol, that was a lot of people’s reactions. 

To be fair, if people did have the chance to run away, there wouldn’t really be much point to the chase sequence, as the only real way they need to go is up, and could easily avoid the chase that way.

Submitted(+1)

cool game (especially the jumpscare)

Submitted(+1)

Dynamic and interesting game. Good mechanics and optimization

Submitted(+1)

WOW! this game is really impressive. love the audio to it and the graphics are amazing. love that there was a tutorial but I wish you would put something that told you how to turn the wheel because I kept trying to turn it with my mouse. Still an amazing game.

Developer

Sadly I couldn’t find a way to implement the valve turning in time, so I opted for a simple clicking version, so my bad if you were confused about it, but glad you like the game :)

Submitted(+1)

Nice classic fun game, and happy there was a tutorial :D Good job with it, the atmosphere is really amazing. I have to say I found the gameplay a tad underwhelming, there wasn't much for me to do. So if the stakes are upped a bit, that would be great. But in terms of environment and level design, awesome. Two notes as well: the Quit button didn't work for me, and the static noise upon pause is a little distracting :D Suggest replacing that.

Developer(+1)

Thanks for the review!

I heard a few others saying the gameplay was quite boring, and the more I think about it, the more I can see it. The only thing really engaging was the objectives and not really the in-between.

My friend found out that the quit button didn’t work pretty quickly, and I couldn’t fix it since it was past the deadline, so I just had to hope that no one else found it lol.

I added the static background noise when opening the pause menu for the sake of the VHS style to it. While I don’t 100% want to get rid of it, I could lower the volume even more so it’s subtle enough to not be too distracting but still exist.

Submitted

To be honest, creating compelling gameplay is one of the hardest things to do in this short period of time so I wouldn't be too hard on yourself. Not to underestimate all the work that goes into making things, but if you have worked on other projects before, you can borrow your own code or re-do assets, or take inspiration for a cover photo or UI benchmarks online. But creating a new idea that translates to good gameplay, that's what makes it "Innovative" so, that's a really hard thing to do in game jams. We also had a lot of repetition in ours with such a short amount of time. As for the quit button, no worries lol! I just like to press buttons.

Submitted(+1)

Great submission, good job and good luck <3

Submitted(+1)

Nice game, sadly I found it a bit boring though. It looked very promising but in reality you really do nothing but go from a thing to thing in straight up void. You nailed the atmosphere but I found gameplay a bit underwhelming. Still, great job!

Submitted(+1)

Wow, just wow that was really well done, love the atmosphere of the game, and yeah, I thought it was really nice! Bravo!

Submitted(+1)

This game has a great ambience. You really did a great job to let you feel this "lonelyness" under water.

Unfortunately these texts in the tutorial disappeared ways too fast. Played it twice, but still not exactly sure, if i really understood it tbh. (e.g. it asks me to ascend, but i guess it never was really described how..., )

So just dived around and tried to find the "i"s. But not exactly sure what the purpose of them is, because the tasks were a bit confusing ( e.g. clicking for turning a wheel took a while to understand^^)

But all in all, a very nice "feeling" and looking game, with a cool Intro sequence, that fits the theme perfectly, but maybe needs a bit polishing on the gameplay. And I like that you even extra made a whole settings menu :-)

Developer

thanks for the comment!


I guess the lack of fish and sea life attribute towards the loneliness, despite the fact that I wanted to add sea life but didn’t have time to, but I’m kinda glad I didn’t.

Many people have complained about the tutorial text going to by, so that’s definitely going to be one of the first things fixed.

Don’t worry; you’re not the first person to be somewhat confused about what to do with the tasks. I definitely should’ve put the different types of tasks in the tutorial level too.

I am definitely going to heavily improve on this game more and polish it more too. Having a settings menu just felt natural for the game, and it helped as well since I couldn’t decide wether to have the green filter or not, so I left it up to the player! 

Submitted

Cool, sounds great. Looking forward to play a more polished version then in future again :-)

Submitted(+1)

This game is just… wow. I literally have no complaints except that interaction is a bit weird and I don’t quite understand how I should position myself and aim for it to work 100%, otherwise it’s just straight up great. I love the visuals and sounds, I love the feedback, I love the style and the atmosphere… One of my favourites now

Developer

Glad that this game could be someone’s favorite :)


The interaction only works if you are facing the interactiable (the mouse cursor is over the interactiable) and if you are in a 5 meter radius of the interactiable. 

Submitted(+1)

Really great game I was a bit scared of playing because it's so dark (I was expecting a jump scare of some sort), really glad it didn't happen.

Developer(+1)

I mean, I guess you argue on if the reveal of the big fin squid was a jumpscare or not, because I’ve definitely jumped a few times every time it instantly goes from idle to chasing, but anyways, not every horror needs a jumpscare, as long as it’s scary and creepy then it counts. 

Submitted(+1)

This submarine exploration game offers a nice underwater experience with basic but immersive sound effects. The main menu stands out as a highlight, and the tutorial, while informative, could benefit from longer text display. The gameplay, while enjoyable, lacks depth, as it mainly involves swimming to information points without challenging obstacles. The flashlight feels unnecessary, and introducing the need to resurface could enhance gameplay. Considering it's a one-person, one-week project, it's a promising prototype with similarities to 'Iron Lung' that I'd like to see developed further. Really cool game! Glad I found it :)

Developer

Thanks for the in depth comment. 

I'm not much of a sound designer; I'm still learning, but as long as the sounds creep out the player, its a win for me!

Some other people had trouble with the tutorial text disappearing too quickly, which is entirely on me, I could've very well fixed it in the time I had remaining, but thought it was fine for whatever reason. (Don't worry, I have a better fix planned for it). 

That's actually a good idea to add obstacles,  like maybe exploring caves or navigating around underwater mines.

I would argue the zoom feature is actually more useless than the flashlight, but I mainly added those features for more of a "realism" reason than a gameplay reason. I suppose I could incorporate those features better with the gameplay by having tasks require you to use them in the future.

The only real reason why I didn't add full resurfacing is that (and this was my number 1 reason) I didn't have any fish or any other sea life, and ascending upwards would make it feel unrealistic as there wouldn't be any sea life visible (kinda a weird reason looking back on it, but I also feel like the lack of sea life adds to the creepiness). The other reason is that it would take too long, especially in the later levels (which is a better reason than that previous one, but I do think the exploration gamemode will require you resurfacing all the way and descending all the way down).

I was waiting for someone to relate my game to Iron Lung. I tried not to make it too similar to that game, as I of course want this to be it's own creation, but there are some similarities (who knows, maybe I could add the Iron Lung monster into this game in the future ;)  


Sorry if I waffled on for too long, I sometimes write these long comments as notes for myself on what to add for the full release, but any other suggestions are welcome.

Viewing comments 34 to 21 of 34 · Next page · Last page