Nadiria by LDJam user 183028
Dive as deep as you can in Nadiria - Swim to the bottom of the trench in search of treasure!
Throw on your SCUBA suit and delve into the trench! Avoid Electric Eels, Giant Squids, Sea-Mines, and razor-sharp spikey rocks on your way to the deepest depths of the Ocean floor!
Available for Windows, MacOS, and Linux.
Controls
| Input | Windows/Mac/Linux | XBox Controller | Android Touchscreen | |--- | --- | --- | --- | | Movement | W,A,S,D / arrow keys | left joystick | Virtual Joystick (bottom left) | | Dash | Spacebar | Y | "Dash" icon (bottom right) | | Pause/Resume | Escape key | Menu/Start | "Menu" button (top left) |
Updates
| Date | Summary | |--- | --- | | 28/04/2021 | Bug fixes, new "exit" button on pause menu | | 30/04/2021 | Android build release / mobile branch published to github repo |
| Windows Build | https://gameovertures.itch.io/nadiria |
| GitHub repo | https://github.com/AdamBoyce/Ludum-Dare-48-Nadiria |
| Link | https://gameovertures.itch.io/nadiria |
| Link | https://gameovertures.itch.io/nadiria |
| Android | https://gameovertures.itch.io/nadiria |
| Original URL | https://ldjam.com/events/ludum-dare/48/nadiria |
Ratings
| Given | 48🗳️ | 54🗨️ |
If you want to get a ranking make sure you rate some other peoples' games!
it feels good to build up momentum but I would have liked to see a way to cancel the dash early or something or maybe a way to retain momentum out of it to allow people to build up some speed faster
checkpoints are also a little far apart considering the difficulty of some segments and the slow journeys to get back to where you were
overall I really enjoyed it though and the sense of atmosphere is really strong
Of course the first thing i tried was swimming to the top ;)
I may actually continue refining the design though, after taking a break. If I do the first thing I'll be sorting out is scaling down the map!
Thanks for playing!
It's funny that you mention retaining momentum from the dash - that was initially how it worked. I ended up zeroing out the momentum because I kept overshooting and hitting walls in my early tests. I think I would revere that decision in hindsight.
My only critiques are:
- Your scenery art could've used a bit more attention -- the flat colors felt empty and out of place with the intricate characters (even reusing the enemy sprites in the background or adding some spots/a texture to the walls could've gone a long way), plus some sloppy crooked corners bothered me since seeing the straight walls flow as the character moved was very satisfying to me haha And there are some corners where you can get stuck.
- I also missed some control guidelines in game (took me a long time to figure out the dash)
- As some people already said here, in some sections there's really no challenge at all because the spaces are too wide and the character control is so precise (maybe if it was more bouncy like flappy bird for instance the wider levels could work)
I really enjoyed the narrower bits though and had a fun time overall!
I hadn't meant for that gap to be there, and I only noticed it pretty late in testing, but every time I've tried dashing into it I couldn't get the collider to go through. Thanks for letting me know.
I had intended to add an effect to the dash and some bubbles from the Diver to show motion/add a bit of flavour, but I ran out of time. Aside from the excessive distances I think the biggest issue for me with the final product was that it just doesn't have any juice, really.
I *very* much appreciate the checkpoint system, but at least one of them was a really long dead-zone swim away from a very nasty section (I'm looking at you, ya dang purple barrier with spikes right on the other side!) so that added a lot of redundant swimming for me.
The music was really good and helped set a cool mood (did you make the music yourself?), and it was pretty enjoyable. I also liked the enemy designs, they were quite fun. Good entry and keep it up!
Yeah, the big open sections are a bit of a drag, and mostly there because I ran out of time to play-test and make changes before the deadline.
I actually made all of the assets myself! Music, sprites, sound effects, the whole shebang. I'm glad you liked it and that it enhanced the mood.
Thanks for playing!
Interesting how big the map is. I wish there were background elements to help telling where you are.
As for the controls, movement is fluid, it feels like you're always in control. Also, it was nice to have WASD, since my keyboard can't handle combinations like up + left + space. Playing on a 16:9 screen, its "dangerous" to dash up/downwards as you can't see what's there, but maybe that's not a problem given how empty the world is. One bug is you can dash after dying.
The music is pleasant. Despite the dangers and the intimidating "Deaths: 0" at the beggining, it was a chilling experience. I could just calmly avoid obstacles and enjoy exploring the sea. Adding some background and maybe other elements, this would be a great chill game, good job!
Yeah, I'm planning to continue development, I'll be adding parallax background and a more landmark-ish approach to help players keep track of their location. My next element to implement is a minimap that you can fill in as you play, though.
Thanks for playing!
It felt the best when you were wandering aimless with the music background, and in the tiny corners that weren't that difficult, but enough to keep you engaged while the music kicks in
The dash is really useful but you can dash into a part that was previously offscreen. That means you can dash into stuff you didnt know were there. Id say make the dash a bit shorter but remove the cooldown. I always pressed the next dash when the animation ended and it didnt trigger (shorter cooldown would fix this).
The character looks nice and has a cute death animation. One thing i saw in another game with a similar theme and mechanic was to have air bubbles around the player just for another visual "this is underwater" vibe.
My main criticism comes from the level design. The game area is extremely big and feels very empty. Of course that fits the mood quite well but isn't very interesting to play. There are many long tubes with not even spikes on the walls so there is no danger or challenge to swim through. I liked the areas that were more tight and challenging. Another thing about the level desing is that at some point i didnt know where to go anymore. Maybe some indicators would be helpful.
I agree with many of the other commenters about the good controls, nice little variety in enemies and the music.
Good job on the additive soundtrack! It worked really well.
The dash could probably be toned down a bit - I was dashing into spikes a lot at the beginning until I started only dashing in areas that I'd already been to. I also interpreted the walls by the checkpoints as "doors", and wasted a lot of time running around looking for how to open them.
Good work!
I'm actually working on a full-fledged game from this design, and I fully agree about the dash. I'm shortening the cooldown, and the plan is to move the camera back a bit more so you can't dash off-screen. I also plan to have a lot more trial-and-error level designing to make sure that there aren't so many unfair deaths from dashing into the unknown.
Tightening up the level design is a big focus, as well.
I really appreciate you playing the game and taking the time to give such a detailed response, thanks again!
Pixel graphics on the main character are very nice and so are the animations. But the area graphics are not pixel and don't really go well together with the character art. The areas are big and feel very empty. Just some decorative elements (e.g. rocks, plants, corals) at the edges of the walls would improve the mood enormously :).
Dashing is great (and I like the sfx on it) but feels like it's too long. You can easily dash off-screen and end up in a very unpleasant situation (like impaled on a spike :wink:). I would decrease the dash distance somewhat.
Some treasure counter would also be nice, so I can marvel at all the loot I found underwater :)