Oh I really like that human apocalypse idea! The zombie god is hilarious too, imagine making the going wrong events the zombie god's """blessings""" for helping save zombies.
whirlybirdman
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Oh the clicking problem was even worse for me, I avoided spending points on the seconds per click upgrades. It felt like a waste when I can just click faster. I only upgraded when my hand started hurting and I realised its importance, before limping to the end using my left hand for slow clicking and my right hand for the minigames.
As for the more frequent clicking, I think it's because of the way the timer works. Waiting 5 seconds between clicks means that if an activity pops up just before you click, you functionally have 5 less seconds on your timer. I think you could maybe fix this by allowing one more click after the activity spawns; allowing overflow when clicking (as in if you timer is 10 seconds and your per click is 5, and you click at 9, the timer does go up to 14, but you can't click again until its less than 10); or of course, implementing holding would also fix this.

Damn I'm only the third person to 100% this. Should've got here faster.
Very funny take on idle games, and feels very satisfying to play. My one piece of feedback is rsi. My arm hurts from all the clicking this took. If you could make this require far fewer clicks it'd be perfect. A couple of ways you could potentially do this are making the blue button holdable instead of needing clicks, maybe even making this an upgrade, or removing the blue button and making it just the minigames.
Yeah the UI did end up a bit rushed without much explanation. If you got stuck on that attatchment screen, what you were supposed to do is place the attatchment on one of the green spots on the sub.
The return to shore button there is a bit of a funny story, we realised last minute that you could get softlocked if there was nowhere left to put the attatchment when that very almost happened to me while testing, so we decided to add a give up button. The problem was, the person making the UI graphics wasn't able to help at the time so I had to just use the best already existing button available, which was return to shore.
How did you manage to have 2 layered menus? Do you know which menus they were?
It took a while to figure out what exactly was going on and why I kept losing, but when I did it was pretty fun. I wish you added some sort of score counter because it felt like I did pretty well!
The going wrong effects were funny but felt a bit arbitrary. They just sort of happened so it didn't quite feel like going wrong, more like being randomly punished by god. I can't quite think of anything specific right now (I'll reply to this if I think of something) but it would feel better if there was something there going wrong, not just going wrong.
Also, it's hard to tell if you made any of the art yourself when you just give a list of references. Did you make any of the visual/audio assets yourself? And if so could you list the ones you did?
Very nice art and audio, it's always great to see the few games in a jam that actually have time for them. I failed my first attempt but I managed to speedrun the second and got there at 11:53:49, which felt like a pretty damn good score. The level design was really good, and I pretty much got where to go straight away (except for an awkward moment where I thought the cars were facing left and tried to go that way).
The one slight issue I had when playing was that depth perception was really hard. It became especially bad in the parts where you need to throw the box onto the spike.
So THIS is the driving test everyone else took, it all makes sense now.
As everyone else said the car movement is great, I just think the game might've been a bit too long. Even if you get the goal time you're parking for nearly 4 minutes straight which gets a bit tiring. Especially so for me who took almost 10 entire minutes on my first attempt, and I just didn't have it in me for more. 10 parkings felt much better and I did a few attempts of that, scoring 86 seconds as my best.
Which isn't even enough to beat the pace of 220 seconds for 30 parkings. If you actually got that score as a record you are incredibly good at this.
Hey this kinda reminds me of the game I made, with a similar slightly engineery theme and using a dangerous vehicle. We've both taken very different directions from there though which is pretty interesting. I especially like the theme of this game, it's always nice to have an actual backstory on what's going on in a game jam game.
The art here is really nice, but my terrible pc seemed to disagree with that and I ended with a pretty terrible framerate. Thankfully it cleared up a bit every time I left the ship to go to an island.
For the gameplay itself it's a very fun concept, but by the time I finished the game (#Board-AI) it did get a bit old with the only things happening being putting out fires and flying to islands. I think a big area you could expand is in adding more ship controls and more reason to use them. For examples of ship controls you could add burners to the balloons that you need to manage, and thrusters that can spin the ship, and to encourage using these you could make the island spawning distance much higher and add threats to avoid. Some more threats could be turbulence and making the floating rocks actually damage your ship if you fly into them and make you fly out to pick them up. One last thing that could be fun, a grappling hook! It could be so fun swinging using the floating rocks and would make the flying a bit easier since I found it increddibly hard as is (that could've just been the framerate or a skill issue though).
This pretty much sums up everything I wanted to say about the game already! The only thing I'd like to add is that it felt like the bullets were a little too fast, maybe it's just a skill issue but it felt like i couldn't properly dodge meaning the only counterplay was to shoot them before they shoot you.
When I didn't quite understand what was going on with the movement I found it a bit annoying, but after playing a bit I really warmed up to it, especially the backwards rolling. Speedrunning by quickly facing backwards to roll in the direction you're moving was surprisingly fun!
Once I figured out how you get into the bonus ghost fight next to the ConfidenceSword pickup I was struck with inspiration and I couldn't help myself.

By rolling midair from the top of the stars to the railings and then from the railings over the wall you can get out of bounds. To be clear this isn't a criticism, I love it when games break (even my own), and I probably had a bit too much fun exploring from outofbounds. Thanks to the boss arena walls being shorter than the stair railings I even made it into the chest room!

With the armour in the chest being speedy, and the note near the optional ghost fight referencing speed, was this armour intended to be linked to it in some way? It would've been really cool if you could've got the armour working in the actual game too, the extra speed with the backwards rolling felt especially fun to control, even just out of bounds with no enemies (since you can't get back in bounds from the chest room).
Oh no this is such a cool idea but just when you get to actually use it the game ends. I really really wish you'd've had more time for improving this because it is a very cool ceoncept. To satisfy my wish for more at least a little bit I tried to find the most optimal way to solve the final level, I managed to get down to 6 dots on the timeline including the move to the stairs.
Mm more submarine games. I don't get how anyone could hate submarines. This one definitely has the best interior i've seen so far in the jam, although I am a little confused as to how the cooking smoke is ventilated! Unfortunately I couldn't do the endless mode because the game made me lose the moment I clicked the button to enter it.
If you wanted to see another cool game in the jam with a similar concept I highly recommend Daring Strait. With that game's sound design, this game's submarine design, and a combination of game mechanics, you'd have something amazing.
It's not that there was anything wrong with the description, it's that I think you managed to pull off an idea that I thought could never work which is very impressive. Do let me know if you upload another version of the game with an easier level 8 too, I do want to finish the game!
And surely it's the experience that really counts...
I hope we manage to add bosses! Funny enough, our 3d modeller very optimistically made a couple of huge enemy submarines for that during the jam.
I think the major concern for that would be the difficulty though, it's hard enough dealing with the mines and customers as is, so i'm not quite sure how to fairly implement bosses without making them an instant loss. If you have any ideas for that I'd love to hear them!
I always love seeing other people's submarine games.
The inside of a submarine makes for a very claustrophobic setting already, and the lighting and graphics here really help add to that. The only real issue here was the lift. I'm not quite sure what it added to the game and ended up being a bit annoying to interact with. Is it the intended strategy to throw all the equipment to the lower floor before starting to avoid this issue, or did I just cheese it?
Thanks for rating my game! I found the art style and chick amazing like everyone else! The music was really nice too.
For improvements, maybe it's a me thing for preferring my puzzle games to be very hard, but I just feel like the game could maybe do with some more mechanics, even if it'd mean you'd need to cut the game a bit shorter. On the other hand, that would definitely detract from your unique interpretation of the theme, so maybe it's perfect as is.
LMAO the lionfish actually made me laugh. Funny idea that I was skeptical of when I read it in the explanation, but once I started playing it was great. I made it all the way to level 8 but I couldn't get any further. The first tunnel alone took 41 seconds, so even after 15 mins of trying I just couldn't beat it.
The gameplay itself uses some great mechanics, but it's just plagued by a few bugs that got very annoying. The ceilings killing your momentum, bouncing midway up walls, and your bounce height being reset whenever you boost instead of being added to.
Btw, how did those exams go?
As literally everyone else has also said, the art was amazing. I also liked the dialogue which was very well written for a game jam.
As for the gameplay, there's obviously not much there to talk about, but I think it could work great as part of a larger rpg and definitely fits the theme well when thinking about it that way.
It gets great when you get good upgrades, I just had an amazing run with 92 kills thanks to extra damage explosive shotgun shots.
A lot of the upgrades seemed to do nothing, the opposite, or something random entirely, which i'm guessing is supposed to be the theme connection. It didn't really work in gameplay though, it just felt like the game was buggy or lying to me. I think to really make the theme work there needs to be an understanding of how things go wrong, not just things randomly going wrong. An example of how to do this would having explosive shots deal damage to yourself if you're too close to enemies.
Also you say you used "some audio" from Pixabay, would that include the music or did you make it yourself?
A nice fun puzzle game! The game is visually amazing down to the way the characters move, and the puzzles work well.
The only 2 issues I had with the game were the music restarting every level attempt, meaning I mostly only heard the first 30 seconds of the song, and it felt like it was short of just a few ways to mess up and break your lightbulb in order to more properly fit the theme.
My god this game is genuinely stressful. The first person view, the submarine interior, and especially the way all the systems worked believably made it incredibly immersive compared to similar games.
I just barely scraped by with terrible air purity and probably 1% of my oxygen tanks left, I really thought I wouldn't make it. Especially so with this damn corner springing a leak every 0.00001 seconds while I repeatedly overcompensated with the ballasts

The only real suggestion I can come up with is finding a way to make the game begin with that pressure and stress, because for the first 30 seconds nothing really happens, and in my first attempt I just missed a few leaks at the back of the sub because I stopped playing to sip my coffee. Perhaps starting the sub in a bad condition but giving the player a short grace period to fix it could work.
Spoiler warning if you haven't finished the game.
This is definitely a unique take on the theme, I just wish the theme of the jam allowed for some depth to its unique takes, seeing as all you could get out of it was a single pun. For the gameplay itself, those sorts of fake outs may be funny when you're making the game, but they don't really work if that's the intended path. Especially if it's the only intended path and it's full of fake-outs like that, it just ends up feeling confusing.
The game is great, fun mechanics and nice simple pixel art, I just wish it kept going. It didn't feel like you had quite enough time to fully utilise the mechanics, with really only 1 level including them all and that level feeling a little untested and honestly quite frustrating. I did eventually beat it though!
How is it that every time I deliver something I ALWAYS immediately fall over backwards??
Once I figured out exactly what I was supposed to be doing and how to do it it was good fun, and a great concept for the game jam. The controls generally felt perfect, especially for the theme, the only complaint I have is the acceleration feels a little unresponsive which makes turning around in the aisles a little too difficult.
As for improving the game, since you said you want to keep working on it, the most important thing is a tutorial, since it was hard to figure out how everything works at first. The second thing would be some sort of obstacle that's a little more impactful than the oil spills, which were funny the single time I slipped on one. I get that they're probably not intended to get too much in the way of the already difficult gameplay, but I think something a little more would feel more fun.
How is it that every time I deliver something I ALWAYS immediately fall over backwards??
Once I figured out exactly what I was supposed to be doing and how to do it it was good fun, and a great concept for the game jam. The controls generally felt perfect, especially for the theme, the only complaint I have is the acceleration feels a little unresponsive which makes turning around in the aisles a little too difficult.
As for improving the game, since you said you want to keep working on it, the most important thing is a tutorial, since it was hard to figure out how everything works at first. The second thing would be some sort of obstacle that's a little more impactful than the oil spills, which were funny the single time I slipped on one. I get that they're probably not intended to get too much in the way of the already difficult gameplay, but I think something a little more would feel more fun.





