What Lies Beneath The Surface by Jacic

[raw]
made by Jacic for LD29 (COMPO)
You are an archaeologist, in search of an ancient underwater treasure in this underwater exploration game. The water may be more dangerous than it appears... Can you survive long enough to escape with the treasure?

I tried to create something more moody than my previous games, and I think I succeeded! Controls and instructions are in-game.

Made with Haxe + HaxePunk.

Ratings

Coolness 37% 1746
Overall 2.73 980
Audio 2.48 704
Fun 2.55 947
Graphics 2.45 1018
Innovation 2.45 999
Mood 3.06 483
Theme 3.68 194

Feedback

monaarc
28. Apr 2014 · 14:25 UTC
Nice job, very fun to play, the background need more information, it is not easy to understand when I move
anbreizh
28. Apr 2014 · 20:24 UTC
Not bad, the movement need a bit more feedback though, as over the single colored background you cant really tell if you are moving or not
PoQA Games
30. Apr 2014 · 20:13 UTC
Very simple concept, but a lot of fun to play. some additional visual feedback for hits and movement would be nice, but it was enjoyable. Nice story :)
matthias_zarzecki
04. May 2014 · 08:01 UTC
Solid shooter!
Ryan up in here
07. May 2014 · 16:17 UTC
Very retro-looking. I liked the drum sound effects. It started sounding like a song as I got farther down.
Kate Kligman
08. May 2014 · 00:37 UTC
Unsure what the shield did (or maybe I didn't survive long enough to use it). Like the concept, good use of the theme. I liked that the water seemed to get darker the further the player descended. The sound worked well with the gameplay too.
Tomski
13. May 2014 · 17:49 UTC
nice concept. Bit hard to tell if i was moving or not. maybe a few more details in the background.
ZeppelinCaptain
17. May 2014 · 19:39 UTC
Wall of text at instructions is very intimidating for someone who just started the game. Try to make them (a lot) shorter next time, and put the story in the game itself. It was cool that you had a story though!

Some camera movement relative to the player would have been nice to indicate that you were going faster or slower, or right or left.

Game seemed okay, but the difficulty increased at a too slow pace for this kind of game. And I don't think that having such a wide level is wise, since it just felt unfair when the air bubbles appeared far away from you. Maybe an indication of where there was air bubbles would help?
borrismoose
17. May 2014 · 21:46 UTC
It took a while to get going. When the game started to challenge me with managing my resources it got a lot more fun so having that happen quicker would have been cool.
madmaw
17. May 2014 · 23:05 UTC
One of those concepts where (as a fellow LD'er) you go "damn! why didn't I think of that!" I think you have captured a good atmosphere and were really on-message with the theme. I think there's a lot of potential for something unique here.