Deep Sea Mission by xandy

[raw]
made by xandy for LD29 (COMPO)
Game instructions:
Steer your submarine to the target in each level. Avoid rocks and mines.
Shift energy between your systems to get the right properties for each situation.

Systems:
Engine: The power of the engine sets your maximum speed
Sensor: Increase your viewing range by powering your sensor
Air: More air improves your cooling to allow for more acceleration

Controls:
Arrow keys to navigate
q / a add/remove engine power
w / s add/remove air power
e / d add/remove sensor power

f3: reset level
f11: next difficulty
m to mute
escape to exit

Running the game:
Mac and windows versions are not tested yet.
Love version:
This game requires love2d( https://love2d.org/ ) version 0.9.1.

Source:
Just unzip the .love file and run away because this code is horrible :)

Ratings

Coolness 100% 1
Overall 2.85 884
Audio 2.38 750
Fun 2.51 972
Graphics 2.53 963
Humor 1.90 924
Innovation 2.96 626
Mood 2.96 579
Theme 3.40 432

Feedback

gikdew
28. Apr 2014 · 06:51 UTC
Nice concept, feels good!
Zerkruemler
28. Apr 2014 · 19:10 UTC
Cool idea and solid implementation. Quite challenging to control at the beginning. More narrow levels would be a good challenge to really shift the energy. I was happy with a almost evenly distributed setting.
Greetings to the Raumzeitlabor.
sugarbyte
29. Apr 2014 · 01:04 UTC
I liked your lighting effect, really added to the mood!
danbo
29. Apr 2014 · 01:09 UTC
I like this, reminds me of space shooters where you have to assign power. Little bit slow and I kept expecting a jellyfish to eat me

Also for some reason running the love file directly didn't work out for me. Windows build worked fine though
Almost
29. Apr 2014 · 01:10 UTC
Engine and sensors made sense intuitively, but I wasn't able to figure out what air did without reading here (I had it on the minimum nonzero value on the assumption that my crew would die if I didn't have any air)
pancakecity
29. Apr 2014 · 02:07 UTC
I like the concept a lot! I do wish the game moved a little faster.
pvwradtke
29. Apr 2014 · 02:11 UTC
Good entry, wish the submarine was a bit faster. Even with power redirecting it was difficult to steer, but maybe this was intentional.
Scruffylooking
29. Apr 2014 · 02:32 UTC
Enjoyed the atmosphere, especially when it was almost pure darknes.
muramasa
29. Apr 2014 · 06:04 UTC
Now let's see... I really like the concept. But I got lost very easily. The first 3 times I tried playing the game were me being lost.
Then I found the first target, and the second, and the third. IDK, but those three are at the same place, but with variations.

But as soon as I left the safety of the tutorial section, I got lost again.

I feel all this needs is a little guide at the start. Or maybe smaller areas...?
BuKaneerz
29. Apr 2014 · 15:38 UTC
Good light and mood, nice work,
but i did not undersant what am i doing ):
kbm
29. Apr 2014 · 15:41 UTC
enjoyed the concept and mood, could use some work on the graphics. well done!
Ragzouken
29. Apr 2014 · 15:43 UTC
i like it! the hitbox on the sub could be better, kept hitting a rock without hitting it when i was trying to go under it

fyi your .love version crashes love for me, think it must be a love2d bug since it's a crash not an error
SuperIzzo
29. Apr 2014 · 15:45 UTC
It is an interesting concept and I enjoyed it for that. Managing the energy distribution on a submarine is very cool and original idea, but once I got them right there was no reason for me to change them, so it felt like a gimmick rather than a core mechanic. Also the collision is bit off.
evilseanbot
29. Apr 2014 · 23:35 UTC
I wished that it was easier control wise to quickly switch between different systems.
josefnpat
30. Apr 2014 · 01:27 UTC
Very unpolished when it comes to UI, but in the end, a very good game! Great job!
Menesetsu
30. Apr 2014 · 19:08 UTC
Interesting energy managing mechanic. Thanks for lua sources!
Joshua_Burr
30. Apr 2014 · 19:12 UTC
This didn't work for me on OSX. I just saw a man saying "No Game".
🎤 xandy
30. Apr 2014 · 19:21 UTC
mac build should be fixed now(i can't test it because i have no mac)
SlamBlasta
30. Apr 2014 · 20:24 UTC
Cool idea. I couldn't find the target though, and had no idea how fast I was going because the background is a solid color. Great atmosphere, very relaxing.
whalebot
02. May 2014 · 03:25 UTC
Good mood and everything. I honestly had no idea where to go though... I just dived and dived... Didn't see any targets, rocks, or mines.
Gazok
05. May 2014 · 16:06 UTC
I felt that the green orb was a big ambiguous at first - followed by a warning about rocks, combined with what looked like a sudden level reset, it made me think it might be a rock.

Making the submarine faster would have been nice. Other than maxing my engines, I didn't really see the point of the power management.
ZYXer
05. May 2014 · 20:43 UTC
I like the game mechanic of having to balance the three systems.
The pace of the game is a bit slow though, I think the difficulty would actually be higher if the game was a bit faster.
Cirrial
09. May 2014 · 00:44 UTC
Couldn't run.

Error

shader.lua:20: Attempted to call field 'newShader' (a nil value)

Traceback

shader.lua:20: in main chunk
[C]: in function 'require'
main.lua:13: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
Cirrial
09. May 2014 · 00:49 UTC
My bad: had an older version of LOVE and didn't realise, whoops!

Interesting idea with the power balancing, although it felt like a very slow game with the amount of total power given. Neat concept! Reminds me of FTL for reasons I'm not sure of.
pikkpoiss
09. May 2014 · 04:57 UTC
Reminded me of having to balance energy to different systems in TIE fighter. I wish moving around would have been a bit smoother, and I really wanted to upgrade my ship, but I liked how the levels progressed with new challenges to overcome.