Below the Ocean by Ismael Rodriguez

https://youtu.be/_emuh9rZnZA
https://twitter.com/ishyrodriguez
5/4/21 WebGL Update -Fixed "pop/crack" for looping audio -Fixed blurry text, and adjusted kerning/spacing
| Link | https://ismaelrodriguez.itch.io/below-the-ocean |
| Link | https://ismaelrodriguez.itch.io/below-the-ocean |
| Original URL | https://ldjam.com/events/ludum-dare/48/below-the-ocean |
Ratings
| Overall | 2th | 4.613⭐ | 179🧑⚖️ |
| Fun | 2th | 4.582⭐ | 179🧑⚖️ |
| Innovation | 10th | 4.458⭐ | 179🧑⚖️ |
| Theme | 146th | 4.232⭐ | 179🧑⚖️ |
| Graphics | 79th | 4.517⭐ | 179🧑⚖️ |
| Audio | 18th | 4.452⭐ | 178🧑⚖️ |
| Mood | 21th | 4.534⭐ | 178🧑⚖️ |
| Given | 96🗳️ | 171🗨️ |
Deeper and deeper are the game mechanics, congratulations.
The mechanics work really well with the theme and are excelently implemented.
The music is extremely catchy but doesn't overstay its welcome.
At times the player's movement feels a little too floaty which resulted in a few deaths.
My only grip with the game is the gems, some were a bit too hard to collect and I would've liked to have been given the opportunity to quickly go back to a previous checkpoint and retry, especially as I overshot gem 4 and had no way of getting back to it.
I feel like the floaty-ness was kind of necessary to sell the underwater setting. It could probably have been tuned a little better, or some of the areas made more forgiving to better fit the physics. The gems being a side-mission/optional-goal left me with the feeling that it was okay to make them harder to get as an added challenge. A backtrack teleport system would definitely be a convenient feature I hadn't considered, but I can only do so much in 72 hours minus the time needed to do human things like eat and sleep lol :wink: Thanks again!
@cacciatc Thank you! I'm glad you like it!
Floatiness was probably the wrong word to use to describe the controls as it worked really well to show that the game took place underwater. I was mainly referiing to the left and right movement of the character felt like it was going from one extreme to another and didn't allow for precise platforming controls.
This is still my favourite game out of the dozens that I've played through!
Playing with it a bit more, I think you're refering to what I'd call "slippyness", like the acceleration and deceleration speeds.
I'm glad it's your fav lol I'm sure you'll find some more gems along the way! :thumbsup:
@corbeng Glad you like it! Thanks for your feedback. I gotta look into coyote time the wall jumps, I hadn't thought of that!
Fun fact time; the tether's swing mechanics were basically discovered accidentally. I was just doing the under water theme and wondered what the lifeline/tether would look like. I let the line interact with the blocks and discovered the player could swing and get caught up on things. I thought about doing a recoil/reel mechanic where you could pull yourself up and down and stuff but didn't bother with how well everything else was going.
THIS IS AMAZING, like really, if you ever make a full game out of this, I'd buy it and play it and suggest it to all my friends. Really, this is absolutely impressive. Great Level Design, great Audio, great Mechanics, perfect diffuclty curve, all mechanics well explained without the need of words.
Just WOW. Really.
(I will keep the game on my hard drive, because I feel like I want to replay it some day)
Could you tell me how you came up with all the mechanics and what you did on which day? I am curious how this litte masterpiece was made. ^^
I'll write up a detailed blog post for you and anyone else who's interested about the dev story. I'm excited to share the adventure.
All this positive feedback has me hype'd! Thanks yall!
@talios Thank you! I love Celeste, its definitely an inspiration!
It's such an innovative game. I was happy with the retro style platforming, but when the tethering mechanic appeared I was just blown away. It's really the perfect idea and it plays so well. It feels super polished. I love this game.
Seriously nice work. I'm really impressed.
@paulloz @robotex @darqweful @pierre-poupin @sadsmile Thanks yall! I really appreciate your comments and positive feedback!
In my game, you only need to be pressed up against a wall to jump; you don't need to press any inputs away from the wall. I think some people are pressing away, pulling themselves off the wall, and still trying to wall jump. Coyote time would def help relieve this issue.
Regarding the yellow blocks. If you managed to complete the game, or make your way passed first 2 of them, I think you understand all you need to know. If your tether is touching a block, it powers-up the line and allows you to open doors by touching the "power-nodes" while powered. Maybe I could have instructed players with words, but again, I try not to overdo instructions and just use conveyance, and that may have backfired in your case.
@pnkvrt Thank you! I appreciate you feedback!
I'm curious what your other top game is! :)
The other one would be this unexpected, recursion heavy [tower defense game](https://ldjam.com/events/ludum-dare/48/tower-tower-defence-defence).
Once again, good job on this entry!
@pixel-lifetime Thanks! Glad you like it, and recovered the Queen's Pearl!
The graphics and music/sound effects were also super good; the physics felt great to me and it feels like a rare underwater platformer that's extremely fun to play!
I managed to clear with 17 deaths my first time around; I'd love to go back and try a couple casual speedruns.
Solid and polished
Amazing work!
Nice entry dude!
@alexascher @aaronacus Thank you! I appreciate your kind words and feedback! :)
@pedonho The movement was tricky, people are on both sides of it, could def use a bit of tuning tho. Thanks for your feedback. Glad you like it!
@bamallama @norris-eldridge @okamit Thank you! Are you sure you want a game full of water levels? lol
I totally agree with your point about that first diamond (technically 2nd :wink:). I should have removed a few of those spikes next to it. Diamonds were among the last things to go into the game, even though I had them in mind from the start, and I guess I figured that an optional challenge should be harder than every thing else, but yeah, that diamond should def be a little easier to grab. There's a few other areas I'd like to smooth out too.
AND Thank you for your feedback!
I was telling a non gamer non dev friend about this event. I explained how I can recall a time when I *dreamed* of being proficient enough to make a game in a weekend (didn't even need to be "good" lol). In some ways it feels like an accumulation of all my life experience going into a 72hour game.
Thanks again for your kind words :)
One guy managing to do so many screens as well, when most of others would do 2-4 and then apologize for not doing more. That's some level of jam mastery.
@quite-good Thanks! I'm not sure I ever considered using oxygen as a resource, if I did, I immediately discarded it and never brought it back up lol.
@chrissx2 Celeste is the king of the indie platforming mountain lol I love that game! A huge inspiration. Thanks for the comparison, it's unreal type of flattering :smile:
Thanks yall for playing and your feedback!
Oh and the music is incredible, it is so simple, yet never felt repetitive and fit the game in the background so well. Loved it!
@frenchie Thank you for your feedback! Another platformer, with a lil twist :slight_smile: I got lucky with it honestly.
@tanner-shelton I love Celeste, great game! The spike hitboxes are 1 pixel less than the visual, maybe 2 would be better :shrug:
@link270 Thank you! I tried to keep things interesting, every room should have a new idea, or combine some old ones. Seemed to work :)
@antvelm Thanks for your feedback. Anti-frustration mechanics are important to me. I don't like repeating areas. The death counter is a neat score keeping feature and also a motivation for players to try and do their best.
@cekitian Thank you! I spent way too much time on that dance animation! lol
@maytch Thank you!!! the pseudo 1-bit pixel art was VERY easy to make. I think adding that touch of color helps how it all hits your eyes. Thanks for your feedback.
@nitero Thanks! I was worried I made it too long for the jam, so 5-10 minutes is all we get for now lol. I had to kind of force myself to think of ways to make the tether interesting, because after those first 3 "swing" rooms, I started to run out of ideas, which Is why the bubbles + jets carry the game for a few rooms. Once I thought of the powered tether, that helped bring the tether back into the mix, and the last room tries to use everything all together. Glad you liked it!
Thanks again for your feedback!
I got stuck at the level after you learn about how you can swing because I didn't really think about wrapping the rope around a cube to swing there. Maybe a little hint would have helped but I guess it could also have just been me being slow to realise it lol. Moreover, some of the levels kinda felt like I got a little lucky with my swings since the rope got a little too tight at somepoints. Maybe increasing the length of the rope at certain levels would help alleviate this. Also I felt that the sprite for the yellow switches seems a little out of place in comparison to the rest of the game.
Other than that though, amazing entry. Definitely one of my favourites from this Ludum Dare.
The 1st rope "puzzle" was actually the first room I built, it was kind of a proof of concept for how the tether could help or hinder the player depending on their path. I think the idea was that players would find that 1 block odd, and figure it must be important. I worried I might lose some people here because it's not really intuitive. Everyone seems to have eventually figured it out. :slight_smile:
I actually think the 2nd rope "puzzle" should have replaced the 1st, I just didn't think of it while jamming :slight_smile:
I considered adjusting the tether length based on the rooms, I also considered allowing the player to adjust the lengths. But opted against that stuff to avoid over complicating things for myself at the time.
The yellow blocks were place-holders that I never got around to replacing. I actually wanted to animate something.
Thanks again for your feedback! I love talking game-dev :smile: maybe too much
Using the save points as wire connections was a nice twist.
This game is neither to long nor to short.
TL;DR: Good job!
You've done so much in 72 hours! Also the black white blue graphics style is great too!
Such a nice game, it probably needs to be a retail game.
I didn't feel like I was overwhelmed at all, each new puzzle was well explained.
The atmosphere is amazing, the visuals are simple and clear.
I loved that you made the spikes blue, it fit the game nicely.
Overall excellent execution, one of the best entries this Ludum Dare!
@deepnight Thank you for your feedback. I never intended to make the main path a "manic platformer". I had my wife test the game, and she doesn't really play games like this; so when I see her clear the rooms (with *some* trouble), I expect most people playing LD games (and indie platformers) to be able to clear them with *some* trouble.
I'll admit, I'm not sure if I found a good balance of platforming vs puzzle solving. I've had feedback from both directions regarding that topic.
@jordgubben Thanks for your feedback! I was worried the game was too long :slight_smile:
@g12345 Thanks for your feedback! Which part of the bubbles gave you trouble? The double-jump? Or the floating on jetstreams?
@madnukin Thanks for your feedback! Glad you like them! I think the blue spikes was a nice touch too :slight_smile:
Perfection.
Thanks for your feedback!
The music is great and has everything to do with the game.
My sincere congratulations!


Seriously, this game is gold. Everything is so on point. Graphics, mechanics, physics, music, sound effects. I have no critiques, only compliments. Congratulations!
@tommytheitguy Thank you for your feedback! I should have known the wall jumps would be a problem. I did have to coach my wife through them, but I just chalked it up to her being a non-platformer.
@danmedeiros THANKS SO MUCH! Super flattering to hear people want a full game! :blush:
@ziggykac Thanks! I'm working on a "post-mortem" that's taking more time than it took to make the thing lol
@javicoder Thank you! Glad you think so!
@suppi Thank you!, Def some Celeste inspiration!
I'm glad yall like my game, and I appreciate your feedback!!!
@kotzi Thank you for thinking it's the best! :smile: I've seen some **REALLY** awesome games this LD. I feel like this is the strongest LD I've ever seen. A bunch of very polished and unique games, all with different takes on the theme!
The only thing that I think could be improved is the size of the spikes, that does not seem adapted to the jump height, and make some jumps harder to do than necessary. I would have made them a little smaller.
@wanderix Thank you for your feedback! Glad you like it! The limited time helps force some decisions which is good and bad, but I do think it helps bring some of the best ideas out!
@dmitry-koblyk Thank you so much! I appreciate it :smiley: 5 STARS LETS GOOOOOO!!!! lol

Great game!
@tucan Thank you for your feedback! :smiley:
I love the game as is but here are some ideas for the future:
- adding enemies
- moving platforms
- bubble streams that change currents / direction
- jumping on the chain as it's moving??? if it's gold / taught?
- pause
- high scores
I liked that you could tab through the instructions, and how consistent and polished the music and graphics were. Super fun and addicting game! Great job!
I like your suggestions. I considered most of them for the jam, but time was limited of course.
Not sure what you mean about jumping on the chain though.
@c4scar Thanks for your feedback! I def should have balanced the diamond challenges a little better, AND told players they're totally optional. Thanks again!
And it's impressive how this game was made in the jam!
Yeah that's what I meant. This game needs the floaty-ness :slight_smile:
I could learn a thing or two from the sfx and level design here. I'm not great at sound effect design but you've made some really satisfying yet simple ones!
I've learn a lot by playing other jammer's games. You can borrow the good stuff, and discard what you don't like, and just practice on refining everything in your own style!
Thanks again for your feedback!
The music really nailed the Water Level Vibe standard set by Donkey Kong Country.
The ~~strawberries~~ diamonds were a great optional challenge, though like in Celeste I was often too impatient to go for them.
Glad you didn't go crazy trying to get the diamonds :smile:
Very well done! Grats!
Well done!

The oxygen cable gimmick was very well implemented but the general theme "Deeper and Deeper" was not very well explored in a creative way, it could have come out more than expected.
@mattwoelk Thank you! :) Glad you like it! Celeste is a huge inspiration!
@oadt Thanks for your kind words of feedback!
Time: 11:19
Deaths: 22
Diamonds: 2/8
I really liked the rope/tether mechanic, and I thought that you made good use of it through your level design and with the checkpoint system that allowed you to change your tether point. I got frustrated with the fact that touching the side of a spike kills you, even when you are moving away from the base of the spike or moving laterally (not moving towards the pointy bit). One of the early diamonds required some jumping that was too precise for me so I gave up on it and many of the later diamonds. The normal levels seemed to be a pretty good difficulty for me though.
One other point: It was tough sometimes to jump away from the wall as I would step off of the wall and no longer be able to jump. It would be nice if there was a small grace period that allowed me to jump even though I am no longer touching the wall.
@almost Thanks for your feedback, and sharing your score. Your def right about that first diamond and the spikes, and the wall jumps. Got a lot of feedback about those things. I'll do better next time 🙂
通过玩你的游戏,感觉到你是很专业并且富有创造力的人。
你的游戏让我在关卡设计方面学到了不少,特别是关卡中各项“挑战”的组合结构。
总之,非常喜欢你的游戏,已经关注你了。
My English is very poor and I cannot express my meaning in English.
By playing your game, I feel that you are a very professional and creative person.
Your game has taught me a lot in level design, especially the combination structure of various "challenges" in the level.
In short, I like your game very much and I have already followed you.