Heaving of the Depths by Christina Antoinette Neofotistou
Heaving of the Depths is now in active development.
If you're interested, follow
http://heavingdepths.wordpress.com/ or https://twitter.com/castpixel
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This was created by my fear of undersea shadows when I go swimming. I hate moss, rocks, seaweed, big fish, anything large under my feet. So I tried to make a top-view RPG in a world that is all water.
Join Cod and Sunny, two mercenary women, who go on adventures on their ship. Until one day...
The creatures that lie below the surface are beginning to emerge.
An RPG with procedurally generated stuff, from collectible coins to encounters. Not that it matters, story takes first seat!
I worked alone on this, art (not really pixel art, most of the time, due to rushing, mostly oekaki) game design and code. I'll be posting a post-mortem shortly!
Please tell me what you think and how I can improve on the experience.
Christina Antoinette Neofotistou ( christina.neofotistou@gmail.com) find me on http://castpixel.tumblr.com/
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Edit: Wow what an easy mistake! My code was spaghetti near the end, and I was too tired, which resulted in a broken game where you can't do anything. Fixed it, and the game runs as it should: i.e. the story mode is fine. No audio.
If you're interested, follow
http://heavingdepths.wordpress.com/ or https://twitter.com/castpixel
___
This was created by my fear of undersea shadows when I go swimming. I hate moss, rocks, seaweed, big fish, anything large under my feet. So I tried to make a top-view RPG in a world that is all water.
Join Cod and Sunny, two mercenary women, who go on adventures on their ship. Until one day...
The creatures that lie below the surface are beginning to emerge.
An RPG with procedurally generated stuff, from collectible coins to encounters. Not that it matters, story takes first seat!
I worked alone on this, art (not really pixel art, most of the time, due to rushing, mostly oekaki) game design and code. I'll be posting a post-mortem shortly!
Please tell me what you think and how I can improve on the experience.
Christina Antoinette Neofotistou ( christina.neofotistou@gmail.com) find me on http://castpixel.tumblr.com/
____
Edit: Wow what an easy mistake! My code was spaghetti near the end, and I was too tired, which resulted in a broken game where you can't do anything. Fixed it, and the game runs as it should: i.e. the story mode is fine. No audio.
| WEB (HTML5) | http://bit.ly/heavingDepths |
| Devlog | http://heavingdepths.wordpress.com/ |
| Timelapse | http://youtu.be/GL0sZEIb3nQ |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=13139 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.57 | 145 |
| Audio(Jam) | 1.54 | 663 |
| Fun(Jam) | 3.27 | 210 |
| Graphics(Jam) | 4.47 | 32 |
| Humor(Jam) | 3.01 | 209 |
| Innovation(Jam) | 3.03 | 362 |
| Mood(Jam) | 3.46 | 196 |
| Theme(Jam) | 3.42 | 243 |
But it gets old quickly cause there is no much to do
Make more =D
Text was a bit dense, though--you might consider breaking it up into multiple windows, and perhaps having more brightly-colored portraits. As it is right now it looks a bit like a wanted poster aesthetic, which is cool but at this point pretty difficult to read.
There's a lot of original mechanics here, as well. It somehow feels different from your typical combat RPG. I'm not quite sure how you'll be able to balance picking up gold from both combats and the world map, but it's interesting and new. I'd love to see a full game with these characters, mechanics, and visuals--they're awesome.
Thanks for the experience! Good luck with your post-compo upgrades :]
No audio is a shame, too; the game's atmosphere is just missing that little kick to feel amazing.
Still, well done on the graphics. Definitely got that early-90's vibe going. And ignoring the above issue, you've built a pretty neat engine.
On a more constructive note: the battle system did feel like it needed some more depth. It got a bit repetitive, and after a few battles I was more interested in seeing possible new artwork than actually fighting the battles.
That being said, the artwork is gorgeous. A very unique and striking style of pixel art. It's very beautiful. It really helps set the mood for the game.
You should definitely continue working on this and add some sounds. :P
A minor nitpick is that the controls where a bit awkward X and Q are nowhere near eachother on my keyboard. But the game was turn based so it didn't matter that much. :P
All in all, great job. :)
Otherwise an awesome game, I'd love to see a finished version.
Loved the graphics and story though, really good atmosphere!
The art is beautiful of course. Can't speak that much of the gameplay because I seem to have hit some bugs like other players: I'm at level 3, my xp doesn't increase anymore and I still can't beat the 3 octopuses to free my friend.
In any case the world is beautifully rendered an the attention to detail is incredible. Well done!
Thanks for everyone's comments. Keep them coming!
For everyone who said it's like Windwaker, I have three words:
.
.
.
.
.
.
.
you're right!
As you'll see in my timelapse video, I constantly went looking for windwaker screenshots as reference! :)
Level 9 to beat the 3 guys
Anyway I loved the graphics and the mood
It was repetitive, but what can you do more in so little time ? :)
Too bad also that all the shops are selling the same thing. All that money .. :)
Well done
Game looks delicious, gameplay was a bit awkward but fun. Is the blue screen the end after defeating the big monster? Could use a win state screen or an 'The adventure continues in part 2' kinda thing.
!Best graphics I've seen so far this LD!
Now the critique :
Is it just me or don't you have any sound?
Progression and what to do next is abit unclear.
But that's all.
Anyway, great great achievement :)
At first I didn't know I had to press "x" to close dialogs, I though I was supposed to click it. Also I though the moving shadows in the sea were cloud shadows.
Controls are very disperse on the keyboard. I have to look at the keyboard to search the key I'll press.
Grindig is a big part of your game so maybe you should have focus on battles and ditch the store (collect stuff that makes you faster instead of buying upgrades?).
Promising! But battle was quite messy!
I did really enjoy the dialogue and style.
The biggest problem with RPGs is that they need a lot of content, and it's hard to create a lot of content in a Jam. It makes the game feel a bit repetitive, but still very good for a Jam.
If I was to change anything, I think your key choices are all over the place. All the action buttons could be just mapped to Space, and X to cancel.
(Even simple stuff like sfxr for sounds and cgmusic for music would have worked).
Crashed for me after I beat the toadfish.
But this game has wonderful charm. I love the rippling ocean and the shadows of sea monsters are really unsettling.
Obviously the time constraints limited you, but I would have enjoyed more of the ocean floor coming to life. I accidentally sailed over a sea trench at some point, I expected to be attacked by a giant eel, and had a moment of adrenaline... but nothing actually happened.
In any case. I think there's a really rich space to explore here.
Assume the bit after the toadfish was the end as it just went to a blue screen - I wanted more (a good thing right)!
I like the battle scenes, some lovely artwork there.
I will look at your previous Ludum entries :) looks cool !
This could be perfect if it weren't for those meddling bugs.
If it's a bug, you should definitely fix that. If it's a choice, I'm not into it. It just comes off as unfair.
I also think this game would be so much better with audio. Even if all you had was a "shoosh" sound of the ship moving through the waves. The silence just seems awkward in such a brilliantly vibrant setting.
Thanks for making/sharing and best of luck!
But the graphics were gorgeous and the characters were pretty likable. I could beat the game at Level 4, so I'm assuming the dificulty curve is right.
kind of feels empty without any music or sound, also the lifebars occasionally fell out of place during battle.s
I really like the graphics! It's kind of crude (as in not overly detailed and without clean shapes, like... circles and ellipses with pixel level attention), but this gave the game it's own charm. The world map is actually great! But, overall, I really liked your graphics. :)
Starting with the boss was cool, I had them a motive to keep playing (must defeat that bastard fish!). But then it was only grinding. OK, I had to rescue my mate, but even for that grinding was required... There wasn't much else to the game, which is a pity!
Also, after buying the Speedy Sail there wasn't anything else to spend on and, since I had to grind in the first place (and you earn so much more from it), why should I bother to go after the coins over the sea? Weapons or more ship upgrades would be great!
Also the story was kind of... I don't know? I mean, there was so few of it that I don't know how I feel about it. It could be great, with that thing emerging, but I can't say anything as of now.
I understand, though, that time is really limited during a jam and we often aren't able to fully complete what we first wanted...
It could be a great game, so keep working on it! =D
Now, an idea I had. This game could really use a combo system. Something like Chrono Cross battles, were you have a amount of actions per turn and each attack uses up some actions, with stronger attacks needing more points. I wanted to keep slashing the octopuses, so I though of "combo-ing"... XD
Nice game mecanism.