Tiny Sub Mission by Meta-link
In Tiny Sub Mission, you have to follow a special path to clear you mission. But be careful, you can't change your mind between waypoints because there is no energy in here, 20 000 feet under the sea !
This is my first 3D game for a gamejam, even if I've been using Unity for a while, and I must say I'm proud of the result (even if it really lacks sounds and music, I didn't have the time to do them).
I hope you'll enjoy playing it !





WebGL version available for any OS (but prefer standalone if you can) !
Controls : arrow keys and spacebar to move, W to charge and launch
| Windows | https://meta-link.itch.io/tiny-sub-mission |
| HTML5 (web) | https://meta-link.itch.io/tiny-sub-mission |
| Source code | https://meta-link.itch.io/tiny-sub-mission |
| Original URL | https://ldjam.com/events/ludum-dare/39/tiny-sub-mission |
Ratings
| Overall | 191th | 3.545⭐ | 24🧑⚖️ |
| Fun | 96th | 3.682⭐ | 24🧑⚖️ |
| Innovation | 122th | 3.591⭐ | 24🧑⚖️ |
| Theme | 470th | 3.227⭐ | 24🧑⚖️ |
| Graphics | 171th | 3.682⭐ | 24🧑⚖️ |
| Humor | 306th | 2.35⭐ | 22🧑⚖️ |
| Mood | 198th | 3.286⭐ | 23🧑⚖️ |
| Given | 24🗳️ | 24🗨️ |
Nice one :D
One thing I would change is the charging bar on top. There is no reson to go slower than the full charge. If you do that you will never reach the next sphere. SO during my play I never tried to control my speed .. just pressed "W" always until charge was complete.
Great job overall!
The game-play is great, the only thing that annoyed me a little bit was that it was very difficult to see if you were close to leaving a way-point, which meant that I died many times from trying to position myself correctly, and accidentally floating out of the way-point! Only a minor thing though. Otherwise the game mechanic is cool and the game is fun to play. Great job!
I agree with Mordokay and Simon Millard: most of the time you will be a little too short for reaching the next waypoint (wich fits the theme I believe), so you want to go to the edge of the waypoint and push your engines to maximum, maybe if you had a fuel tank for the entire level, that you have to save to reach the end you'll need to gauge the distance more efficiently (but balancing the game would be quite tricky).
I like the minimalist graphics, they're cute, but I find that too many elements are white, which gets confusing sometimes: hard to distinguish a waypoint from the floor, hard to see a tunnel when you're in its axis, or unable too see the power gauge when you have a roof over you.
That's still an enjoyable game, I've played only the WebGL version but if you have saves enabled in the standalone I may be able to finish it. Well done.
Some feedback in case that you do a post event version (I would love to play it):
- Contrast. White waypoints over a white background and also a white energy bar, is no good my friend 😉
- Moving inside the waypoint to prepare for the next jump is great, give tension and feels like you are in control, but the fact that you can "fall" from the waypoint and lose, is frustrating.
- I never felt the need to NOT fully charge the energy bar, so maybe there is no need to force the player to hold the W button to do the jump
- Inform in which level your are, and the progress (how many are left)
Original concept and execution was almost perfect.
The charging didn't seem like it had added worth, as there was no penalty for charging to max all the time. There was for undercharging, so always charging full got to be a no-brainer.
I did like the manuevering inside the sphere! It allowed for fine-tuning of the launch position to get: a bit more distance, or positioning for a bend around an obstacle. Very ingenious!
The graphics were low-poly superb! The sub could've used a bit more love, but the environments were very pretty! And lots of levels. Wow!
A shame there was no sound of any kind, as you said. It could've completed the game.
I enjoyed playing this. Good job!
Thank you for making this game, I enjoyed it a lot!