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ethyl

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A member registered Jun 30, 2023 · View creator page →

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Yeah, I've adjusted the sonar ping to be softer too (extra options are there in case I missed anything else, especially since some louder sounds like the flak and hit sfx aren't fully necessary to play)

I've uploaded the new version now (with some added things, now the game can properly save)! Feel free to let me know if you encounter anything that might hinder your experience :)

Currently working on accessibility options! (changing volumes will play sounds, so you can adjust before getting into the game)

They should be ready soon; I'll send another msg when they're uploaded :)

Thank you!

I have a little time, so I can break down my thoughts on the u-boat mechanic.


I did initially want to make the torpedo launching at the ship hitbox more accurate (i.e. moved as the ship moved forward), but with the additional mechanics that use up the player's concentration, I worried having to do mental math to figure out where a torpedo would actually travel would be too taxing (I later would realize that it would be hell to code as well). Another part of it is that steering is the only mechanic in the game that has two ways to damage the ship (going out of bounds insta-death and torpedo hit), and at higher difficulties, the torpedoes begin forcing the player to zig-zag (which is more historically accurate lol), adding additional stress that might take things too far. 

As a result, I tried to keep the torpedo mechanic as simple as possible, but I'm afraid I couldn't get things exactly as I wanted it to, so apologies for that. I recently sent out a new version with lower difficulties too, so hopefully that helped a little.

Thank you as well for your comments on audio and atmosphere! I'm very surprised audio was my highest placement (in a way I feel it should be lower in respect to all the games in the jam with awesome audio!), but I'm glad dedicating a significant amount of time solely on audio and building the dread of being in what was a slow, defenseless, sometimes poorly built (19 Liberty ships straight up split in half from existing) vessel, panned out well in the end.

Thank you! Yup, I'm immediately tuning the difficulty down after this lol

This is so super slick! Really love how spinning limits how broken pole abilities can be, and the variety in the poles themselves. Genuinely can't think of a critique other than general sound and visual polish.

lmfao i knew this was gonna happen, i noticed the hundred <7000000 attempts creeping towards my score earlier ago

i concede, now you are the champion of serious and precise international navigation!

got to the end, this feels nostalgic to me for some reason (:

i think it'd be nice if the spring launchers showed a trajectory (its a minor hassle to redo the shot when you miss and start over, ended up just launching straight to the goal on the first spring map lol)

This is fun! I do wish actions had more consequences in the overall story, but I like the way this game formats its take on the theme.

This is so polished?? And theres lore??? Has to be one of my favorites out of this jam.

im sorry bröther...

i also got mauled by the honse with strong bones a many times

NOOOooo my cards!! It's short (other than fumbling like 5 times) and sweet, and I think games like this are part of the charm of game jams.

(p.s., let us pet the cat! would love to see more actions/existingness from the black void)

Thank you! (I can't believe I messed up the tutorial like that 😭)

I'll absolutely add key binding after this, thank you for the idea! Apologies on the sound front, the audio gets funky on different computers (and especially through playing on web), I'll most likely go in and lower sonar pings and add more volume sliders in the settings. Thanks again for all your thoughts!

fish fish, fish fish

Lovely stuff! Enjoyed seeing the showcase of all the different mechanics, and looks good! (yeah that -1 level is a little foul on the depth perception lol)

God I wish so much that spinning gave the player more control and feedback on the direction and speed. It's really enjoyable to hit the correct country in one go, but I found it difficult and finicky to use, which undermined how much fun I could have. There's also an element of RNG luck that's needed to get a high score, with both in your next target being close to where you are and with how large the target is (e.g. hitting India is infinitely easier than hitting Bhutan), maybe a greater hitbox for small targets would be nice to give the player allowance. This could be so so fun (at least coming in with geography knowledge, I'd imagine this might be impossible for players who don't know where Tajikistan is, maybe a hot/cold or distance metric would be nice too), I just really wished the player had more agency (or given information to learn how to control better) over the spinning. Got a high score of 7268500

Thank you so much! I have to agree, I intended to have more papers to break down each mechanic further across each voyage, but they had to scrapped due to time skill issues (ngl I can't wait to get them in after this jam, theres so much more story I feel could be told!)

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3127 cm w/ 76 spins! Lovely game, I love how conducive everything is with each other, and I bet this could be easily expanded upon with mechanics from the old games like Learn to Fly if you so wish.

Just noticed the tagline lmao

Thank you so much!

Thank you! My intention with the morse code being done through the spacebar was to allow the player to do it anywhere (similar to being able to close doors while in cams) instead of needing to always open up the morse code panel; however I absolutely did not communicate this to the player so I apologize!

this is comedy at its peak

S P I N !

(now i wish i had an easter egg like that lol)

Oop mb, didn't mean to double dip on suggestions! Went back and played again, a few other thoughts i had:

  • very minor nitpick, but the text for winning, losing, and the next round are a tad hard to read being white over the white swirls
  • i wish there were more variety of obstacles like the wave of icebergs that happen in the last round (good stuff since it forces the prioritization of getting the powerup or using the diving mechanic)
  • i see (and feel lol) your implementation section, i bet water animation would do wonders in boosting visual appeal

Thank you! Hope I hit a good spot with the difficulty :)

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Thank you! I do have to admit the game currently doesn't save progress after refreshing; if it helps I've been adding to the tips section in the description which will work its way into the game after the jam's all said and done

this game is cruel😭

comedic sadness aside, I really like the spinning puzzle design, almost Rubik's Cube-like but not too much to be too difficult for the layman

For y'all's first jam game, this is well polished (certainly better than my 1st lol)! I do wish I saw more of the theme and flavor, but this is still a solid end product nonetheless.

Good take on the theme! I specifically like how you have to use both hands in this, feels squidy to me. The core mechanic was easy to understand as well as the ships and upgrades. If I had to suggest one thing, more distinction between each tentacle to better differentiate between them would help.

Thanks!

o7 thank you for your service!

Warms my heart, thank you!

Thank you!

Wow this is straight up a fully furnished platform fighter! From destructible environments to multiplayer, this is impressive work

Looks like this could be the next game up ManlyBadassHero's alley! I see a lot of potential in the core of this game. I do wish there was more indication of when sounds were occurring on each channel, but otherwise I think y'all worked the theme well :)

Thank you! Perhaps the tutorial paper needs some tuning, thanks for the feedback! I appreciate the comment of progressive difficulty, it was a big goal of mine to both ease in mechanics without overwhelming the player too much while maintaining stress and tension as the player got better at the game.

Great work and implementation! Coming in with some CAD background, the camera movement was fortunately intuitive, and i appreciated the lil' doodles across the blocks

If you ever expand upon this you could consider for the camera allowing to toggle on what CAD programs call "constrained orbiting" (i know it as "rotation about scene floor"), Onshape has a good article on it if you're unfamiliar with the term

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damn this was way more fun than i thought it would be, took a second to grasp the mechanics but lovely work and art you got here! and o7 to 1186435 3/4 hp ecm blower motor

if i had to suggest one thing, i think a visual of the available area you can spin (other than the coloring, which does help) would be helpful

I think this is a great use of the theme, and it reminds me of jam games ive made in the past (:

i do wish there was more visual feedback and information for the player to glean, and I bet a dose of lore could build this up Papers Please styled

har har har har

Thank you!

Thank you! I spent a lot of time deliberating on how to achieve a good balance between background noise and vital audio cues, as well as with the camera movement and interactions, so it's awesome to hear this.