OH: and if you're interested in the source code: https://github.com/BenMakesGames/InDeepWater
benmakesgames
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is it intended that I always move to the right? I couldn't tell if that was a bug or intentional; it definitely made the game hard, especially when the red flame enemies were introduced.
cool concept, though, has more content than most of the game jam games I've tried so far, and has a cohesive art style!
I like the sonar idea, and the enemies legit surprised me when I first saw them! the game creates fun tense moments, and I was legit excited about different power ups ("faster sonar cooldown?! YES PLEASE")
if you'd told me it was set in outer space instead of under water, I'd've believed you. more visuals and water sounds could help sell the "underwater" theme... but who am I to talk: your graphics are better than mine :P
Just want to add: I've never coded voice commands before, and while it was cool to see it come together, DANG it's annoying! (More or less than the PS2 game Lifeline? You decide...) I'm sure there's variables I could tweak, and more polish I could do to minimize the jank, but I did what I could within the limited time of a 2-day game jam.
Personally I'm happy to have learned some new tech, but I apologize if you play this game and find it frustrating as hell... because you very well might.
this game definitely kept my interest longer than any other I've rated so far! I literally just tried over and over again to get through the puzzles! (and only made it through 3!??!!?) it's HARD, but not frustratingly so; when I find a solution, the only thing I'm disappointed in... is myself :P
really neat game!
!! I LOVE SWINGY GRAPPLE HOOK MECHANICS!
there was some Mickey Mouse SNES game I played as a kid that blew my mind with that stuff. and of course there's always Worms Armageddon. I haven't played either in such a long time, but you 100% brought the joy of grapple hook mechanics into my life.
I got stuck in a pit and couldn't quite figure a way out... I think I softlocked myself? if there isn't a way to reset to the most-recent checkpoint, that'd be a great add! if there is such a thing, sorry I'm a doofus and didn't find it!
(great graphics style, too!)
hey, we both made games about signing paperwork! :P
I was NOT expecting the office "overworld" mode - I literally wtf+lol'd when I first saw it and figured it out :P (I was wondering what those coffee & pee meters were for!)
I was able to cheese the game by leaving the stamp and pen where the papers spawn. the game also played the stamping & signing noises even when I was away from my desk, which was helpful of it for my cheating :P
ANYWAY: fun & funny idea, and it's cool to see two different gameplay modes (stamping/signing + launching across the office) in a tiny game jam game!
the aesthetic was great; fun visual stuff, including the letters increasingly obscuring the screen, and then having to puzzle out what the last sentence was... neat stuff! you transcended the game jam - it does not have the correct rating categories for you, so I pretended that it had things like "feels" and rated accordingly (5/5 :P)
thanks! :) I've made a couple games in this style before (VN-ish stuff), so I was able to leverage tools & workflows I'm already familiar with.
one thing I did have to pass on was sound effects, but I would have loved to have added sounds for when Roberson crashes due to the gravity inversion, and maybe added scribble sounds, etc.
the last 24ish hours were spent on polish, and I was also able to get a few friends to playtest during that time which gave some nice feedback on where the form-filling logic was confusing, or just not great! I was sure to include their names in the credits, but I can't thank them enough!
the aesthetics are great and hilarious - I love the taped-on Issac Newton head :P
I wish the game could provide some feedback about how my guess was wrong... it often felt like a shot in the dark, like "uh... is it that the apple rolls less far than I think, or more? how bouncy is this thing?"
maybe if there was some sandbox mode where I could just drop the apple on various objects and see how it behaves? 🤷♀️
I think I ran into a bug on one of the levels with both a blue and red pen, BUT: good puzzling! and I was impressed at how the puzzles evolved with the addition of the obstacles, and then the new pen, AND set up in a way to teach you the effects of what the new pen would do without explicit tutorializing! give it some visual & UI polish - this is a good puzzle base to build on!
I totally failed because I didn't get the crafting on the first try, too. but then on the progression screen I saw it's showing you how to make a rocket. I didn't interpret that as instructions the first time around, because I didn't know I needed instructions :P I just thought it was... I dunno... decoration??? :P
I think about how combat is in games: we have HP, MP, critical hits, skill trees, turn-based, tile-based, real-time, dual-techs, multi-classing, etc, etc, etc... games have a deep well of mechanics for how we can murder one another, but when it comes to *ahem* loving one another, there's very little. is a game about sex, but with no explicit graphics (or sounds >_>) acceptable in this game jam? I'm not an artist, anyway, and the point isn't graphics; the point is to see what kind of systems I can come up with (and how much I have to break RPG Maker to do it :P) there will be sexual text!
I'm going to make this game/experiment, anyway; just looking for a game jam to fit it into, if possible. I totally understand if such a game seems inappropriate for this jam!
I'm definitely up for more sexy games; it seems strange to have sex as a punishment, though. like if there was a Mario game where every time you found a secret, you took a hit, it'd be like "you put secrets here for me to find, right? why are you punishing me for doing it? finding secrets is great."












