The World Above by Danik
Control a sub heading for the surface.
Controls: Arrow keys
Controls: Arrow keys
Ratings
| Coolness | 22% | 23 |
| Overall | 3.68 | 20 |
| Audio | 4.11 | 3 |
| Community | 3.75 | 16 |
| Fun | 3.79 | 13 |
| Graphics | 3.89 | 26 |
| Humor | 2.87 | 86 |
| Innovation | 3.15 | 114 |
| Theme | 2.18 | 226 |
Made it in 4 minutes something. Plays quite good, only thing really annoying is the pause when you hit something. I want to go on immediately.
Sweet music that fits to the game and it's style. I have to agree with Endurion about the pause when you hit something...other than that, well done! :)
Bumping into things was a little annoying in the end.
Overall it is probably my favorite so far.
Not really thematic but an amazing game.
Matthias, I first had the player die as soon as he collided or fell below the screen, but that was very hard and frustrating until you learn to control the sub. So I did this as a last minute fix to make the game less unforgiving, I will try to make it better for a post-compo version.
Nice mechanisms all around, and eminently playable.
Great work, now that tune is stuck in my head!
Fun little atmospheric game. You had lots of nice graphical touches and particle effects which was nice to see. Good music too.
The shading on the sub could have used a bit of work, but other than that my only real crit is that the penalty for hitting a wall was a bit steep; the enforced delay felt like the game suddenly didn't want to me play. I would have preferred being able to recover almost immediately, and just have a penalty artificially added to my score. That would have allowed to me to just cruise along enjoying the ambience, which was what I liked about this game; not so much competing to get the fastest time.
I aborted my first run because I got in a bit of a rut (kept hitting walls over and over). On my second run I finished in 3:37, and on my third run in 3:35.
After reading the comments: Good to hear. Instadeath and restart would have ruined the experience so I'm really glad you changed it! :)
Chrisp, thank you for the feedback! Actually, I have been experimenting with more free levels, where you can move both up and down. I might make a game like that later, with exploration and more open levels, but based on this.
What i liked:
+ The controls, i like games where i'm to blame for any errors
+ The graphics, looked fun when i hit a wall
+ Audio - very under-watery
I feel that this could work in a horizontal world as well, perhaps with a powerup or two. =)
Music & Sound were very good as well.
I also had problem with the resolution, and I only realized I can see the fuel bar at the very end when I scrolled my mouse.
Made it at 3:25 on my first try!
I wasn't so convinced about the connection to the theme, though...
Tzachs, thanks! Yes, I know the screen is too tall, I will change that.
Alexlatioza, thanks for the comment!
How do you mean the slideyness? Do you mean the lack of sideways movement (infinite traction)? The way it works right now is there's a limit speed. If you go faster you have perfect traction and are only affected by forces in the direction of the sub (acceleration, breaking, gravity). If you go slower you move sideways aswell.
The long wait after hitting something was a little annoying, but I can see how it would've been worse if it caused death, so I think its a good compromise to make the game more accessible.
Yes, the collision penalty is annoying. I will probably make it so that you just bounce of walls, and add a second or so to the time instead.
I felt that the difficulty curve was too steep. The game is quite long so I felt you could afford to be more gentle at the beginning. I found it very difficult to avoid running out of fuel, even once I knew what I was doing.
Like some other commenters, I really didn't like the enforced wait time after a crash. Also, when you run out of fuel, the game gives you so little fuel back that it tends to run out again before you even get a chance to collect more. That gets old really fast.
The ending made me laugh, and a nice use of the theme. The game is very long for a Dare, though, and I suspect that a lot of players won't have been willing to keep waiting through all those pauses to see it, which is a shame.