Treasure Dive Buddy by Gareth Jenkins
Swim to move around, collect air to continue and dodge danger. Is there treasure? What else lies beneath the surface?
Mouse Control: left mouse click in direction you want to swim
Controller: left stick to choose direction, A button to swim
Time your swimming control with the motion of your dive buddy -- spamming the button won't work and will just get you frustrated / dead.
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Game in Unity; Modelling and animation in Maya; Some textures and effects in Photoshop; Music instrumentation, recording and composition in Ableton Live; SFX recording and processing in Reaper.
Idea came pretty quickly -- started about 90 minutes after the compo start, spent ~30 hours total.
Thanks to https://twitter.com/pbhogan for the awesome https://github.com/pbhogan/InControl controller library. I've tested 360 wired and wireless controllers on Mac and PC. Should support other standard controllers as well.
Mouse Control: left mouse click in direction you want to swim
Controller: left stick to choose direction, A button to swim
Time your swimming control with the motion of your dive buddy -- spamming the button won't work and will just get you frustrated / dead.
--
Game in Unity; Modelling and animation in Maya; Some textures and effects in Photoshop; Music instrumentation, recording and composition in Ableton Live; SFX recording and processing in Reaper.
Idea came pretty quickly -- started about 90 minutes after the compo start, spent ~30 hours total.
Thanks to https://twitter.com/pbhogan for the awesome https://github.com/pbhogan/InControl controller library. I've tested 360 wired and wireless controllers on Mac and PC. Should support other standard controllers as well.
Ratings
| Coolness | 85% | 2 |
| Overall | 3.26 | 470 |
| Audio | 3.16 | 304 |
| Fun | 2.96 | 607 |
| Graphics | 3.69 | 246 |
| Humor | 2.44 | 550 |
| Innovation | 3.04 | 577 |
| Mood | 3.21 | 356 |
| Theme | 3.53 | 324 |
The camera REALLY needs to have the character closer to the top of the screen. I lost by hitting into three fish that were on top of each other. I couldn't react to them in time.
I think this could really translate nicely to mobile!
The different fishes are really cool, it makes me want to go deeper !
I agree that the camera definitely needed to show more of what was ahead of you. The game was typically very easy except you died if you happened to be unlucky and run into like 3 fishes stacked on top of each other.
I thought it was very interesting that taking damage removed your air. I think, though, the way it was implemented made the game a little too easy (besides the camera-induced deaths). The air bubbles are plentiful and they replenish so quickly, it's weird for them to act as both a time replenisher (air decreasing over time) and a "health replenisher" (since taking hits decreases your air supply). Personally, it made me just want to go from one air bubble to the next. In fact, I could even go to an air bubble that had a fish on it, since the air replenished fairly quickly. I think it would be interesting (maybe this happens automatically at lower depths?) if your air supply was larger, but air bubbles were fewer and further apart? Or if air bubbles had limited supply and each could only recover up to a portion of your air supply. You might be able to find more elegant solutions if you thought about it.
I definitely love the 3D graphics, the fish are cute :] I have to say I'm impressed for a 48 hour compo entry. The mechanics are solid, the game is fun to play, and there's a surprising amount of content available. (I was really excited when I got the scuba gear ;D). Nice work! :D
I found it strange to "receive" air when staying in sync with the swimming movement. The current amount of air was irritating because the "air-o-meter" shrank from both directions...a clearer display would have been more helpful.
Still a good game with potential!