There was indeed an underwater filter and also a pixelation filter. Also the monsters "hover" up and down, and slightly to the side. This may cause some inbetween pixels and color artifacts, which all just affect positively to the visuals.
LakeDead
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I spent way too much time on the graphics and audio, taking up most of the jam on those, and then I didn't have time or energy to implement the depth in the battle system that I had thought about initially. Though even with those ideas there wouldn't have been upgrades or builds to choose from, which is something that I've been thinking about implementing in later versions of the concept.
Btw the CRT / Scanline filter is literally just a dark line -sprite, drawn across the screen several times (tiled) and then you can from the ESC menu adjust its intensity (basically just changing the alpha of it by .1 ) so it's actually not a filter, just a sprite. :'D It just works!
Thank you for playing!
Now, you can interpret the victory screen as you want. Which one of the characters was actually rescued? Hehe. ;)
Yes, I put way too much time on the atmosphere and the immersion ( no pun ) of the experience, but unfortunately that is then seen in the lack of some depth ( not another pun xD ) on the game mechanics themselves. But for a Game Jam I think this is good. I have seen less progress on people who have spent 2 years on their projects, so I can only be happy with these results. I will ofcourse continue the concept's development and improve upon the battle system and its frequency first, before touching upon other aspects of the game.
Thank you for the kind words and for playing!
It's true that I initially had the idea that you will reach a certain location where you can dive literally downwards, but that would've overscoped the project for a jam, and should be reserved for an actual commercial game with months of development instead.
I'm glad that you enjoyed atleast the atmosphere of the game!
Thank you for playing!
Nice comments that warm my heart.
I didn't think at all that the color scheme would somehow be similar to something like Another World, since this is underwater and that wasn't, but cool that there's some kind of a distant relation to such a cult game that's showing up everywhere if you search for retro stuff.
Thank you for playing!
Speaking of sick, I had initial ideas for the combat to have more depth, but I lost 1 day to reinstalling Windows during the jam, and for the last 2 days of the jam I was feeling quite ill, so I didn't dare to include deeper features that could introduce new issues and bugs to the project. Already barely submitted in time with 6 minutes left on the deadline timer. :'D
I appreciate the wonderful comments and indeed; the atmosphere, visuals, audio are my favorite part too and agreed that the combat could've been a bit better and less repetitive. Still happy what I came up with in basically under or in a week.
There are plans to improve further upon this concept of a dungeon crawler. I will try to make the battlesystems better.
Thank you very much for playing! <3
Great atmosphere, very cool visuals and a take on the well-known concept of "Let's venture through the same corridor again and again" games. I have a personal issue with the design of the tasks though. I got told by other users that there's a puzzle in the game. The game never told me there's puzzles or much that I need to do absolutely anything, so the game's lacking in that sector. Confusing character selection, too much text on face. Cool slideshow tutorials, although also a lot of text at once, and then suddenly less text to tell the player there's puzzles? Otherwise awesome entry!
I'm glad you enjoyed the experience and I appreciate your kind words!
Indeed you called me out on it, I did place npcs to block the paths with some tasks related to interacting with the events spawning into the world. If there were no blockages like this, the game would've lasted only 2 minutes. Personally I play it through in 5 mins still, so it IS quite short indeed.
I spend a lot of time just listening to the chill exploration music though. It's almost like a cool screensaver with relaxing music. Accidentially made a nice music track that I keep humming to myself even when off the computer. Heh.
Thank you for playing! <3
Aah, another combat system inspired by Guild of Dungeoneering and that one Ludum Dare space game where you chose your moves beforehand too. But this is only a positive thing! I thought about making a similar system to my entry too but I didn't have time to implement and design it so here you are with more interesting combat and overall world than mine! :D Well done!
Sorry and yes the event objects are all randomized, so there may actually be runs where you never see a firepower upgrade or a repairtool. I had no time to properly balance the spawning and appearance of battles, but atleast all of the content that's in the game is usable in some amounts. Also you only start to feel more powerful after you get 5 firepower upgrades so that's also a thing... Thank you for playtesting!
Nice and surprising that it ran on Linux. I attempted to make it a browser game, but the browser building failed so I just went with a downloadable, because I had no time to try to fix the browser issue. Art, visuals, audio, and the rest of the technical quality took the most part of the development indeed, and it may show in the actual gameplay content and overall entertainment value. (Oops! xD) Thank you for the nice comment and for playing the game!
Yeah basically the events keep spawning while you're in a battle, and as the battles take a long time to go through when your firepower is low, indeed the map gets filled up. :'D But I didn't have time to make the system any better, barely had 6 minutes left to deadline when I posted this game. Thank you for playtesting!