Deep Sea Mining by Ausstein


Mine Crystals underwater and find the aurorium.
Programming by Ausstein
Art by mellifera
Post LD Day 1 patch:
-Bullets now travel to where you point your mouse
-Higher Light Levels also give surrounding visibility.
minor second Day 1 patch.
fixed a bug where the first submarine aquiered the speed of the last submarine
Day 2 patch
movement now only if you hold right mouse button. (you can stay stationary while shooting now)
camera now shows what is in front of you while moving
Patch 1.2
Text now skips to finished sentence when hitting next before the text has been completed
Added Hit sound and Animation for the Submarine
Added Post Processing
Tuned Light levels
| LD version | https://ausstein.itch.io/deep-sea-mining |
| Post LD | https://ausstein.itch.io/deep-sea-mining-post-ld |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-sea-mining |
Ratings
| Overall | 211th | 3.991⭐ | 60🧑⚖️ |
| Fun | 202th | 3.932⭐ | 61🧑⚖️ |
| Innovation | 661th | 3.432⭐ | 61🧑⚖️ |
| Theme | 223th | 4.144⭐ | 61🧑⚖️ |
| Graphics | 492th | 4.034⭐ | 61🧑⚖️ |
| Mood | 511th | 3.802⭐ | 60🧑⚖️ |
| Given | 53🗳️ | 112🗨️ |
I really love the mining and upgrading, but not so much the combat. Combat is more difficult and annoying than fun. For one, the gun is placed above the submarine so it's hard to aim. Also, you gotta move in the direction of the enemy. I found myself always going in circles trying to kill one guy. But then a bunch of other monsters would come at me from other directions. So I would just lose health while mining until I go repair. For the jam, I think it would have been better to go without combat and develop the mining even more.
Sometimes its hard to see what's going on. The submarine moves fast and the camera lags behind, so I can't see what's in front of me. Also the lighting should be 360 degrees, not only in front. When mining, I can't see anything because the light is pointing right at the ground. If you want the effect of a spotlight, how about keep the bright spotlight you have now, and add a dimmer light that goes 360 degrees around the sub.
I know it seems like a lot of criticism, but that's only because I am interested in the game. Good work.
Sound, mood, fun are excellent. Visual effects are good too. Very solid 4.5/5.
I like the balance of the enemies spawning and the upgrades you have to get accordingly. Still I see it like Patrick, that fighting is pretty hard - but i am sure it only needs some practise ;)
I also found myself in the position ending up circling in order to kill my opponents, which only made more to come , but not too many in my opinion. I was just a bad shooter^^
You created an awesome game right there! thank you! :-)
I like animations and when you mine something your ship like brrrr** haha
Really great job for so short time
And
I have upgraded everything but didn't see a real goal
When I've got a mineral, what is so important and cool, I didn't get anything except more money for nothing, cos I was full upgraded machine for mining! Haha
You need to work on it
Good job btw :)
But I still have one criticism: I find it very difficult to fight with the first weapon.
But apart from that, it's a really good game.
@bongard22 I Implemented it so that you only move with right click now in the Post-LD version. Fighting should be much more fun like this.
@yellowkamel You can now shoot whithour accelerating in the Post-LD version. Maybe give it another try
@zeusonator Check out the new update on the post LD version
@hanna-knop Fighting should be a lot better in the post LD version since you no longer have to move and shoot at the same time
Very nice game!
I like how you guided the player with a tutorial and that it was triggered depending on the situation (ex when the oxygen was running low) i would have liked them to be disabled after the first time they were shown, for the dialog i would have liked to able to skip to the finished phrase instead of going to the next phrase when pressing "next".
The upgrade system was solid i liked that you didn't lose your upgrades when you died, but i would have preferred to lose a fixed amount of money on death and when you don't have money left then die or go in debt or something like that, it would have made me take more risks.
I liked the graphics a lot and the little touches like the shattering of the crystals and the enemies dissolve.
Great job overall!
> i would have liked them to be disabled after the first time they were shown
this is already done in the Post LD version
> for the dialog i would have liked to able to skip to the finished phrase instead of going to the next phrase when pressing “next”.
thx I'll keep that in mind for the next post LD update
> but i would have preferred to lose a fixed amount of money on death
yeah not sure if your solution is the best, but definetly something that needs some tweaking, I agree
>I liked the graphics a lot and the little touches like the shattering of the crystals and the enemies dissolve. Great job overall!
@mellifera You did a great job with the graphics I can only agree ;)
Yeah the gunplay is one of the weakest points of the LD version, but I fixed it in the post LD version :)
And don't worry, I'm here to stay. :wink:
I noticed that I don't think I technically mined the yellow crystal, I only activated the dialogue, but whatever. If the game wants to make me a millionaire I'll accept!
Oh, and one thing to mention: a tribute to Genesis 1 by making an option to turn the sand into the image of Will Smith would be a pretty funny reference to your past Ludum Dare game. I tried it last night and was doubling over laughing *just reading the comments*. I'm sure you can imagine how much laughter came from me when I was actually playing it.
How come you tried Genesis 1 now? I was a bit dissapointed after so many people told me they'd give 5 points for humor and it ended with less than 4 points on average. I guess humor is subjective and some people must have found it not funny at all, Imo it is better in theme and humor than "While loops".
I'm actually a bit of a "newbie" compared to Ludum Dare professionals like you who have been jamming for years, Ludum Dare 47 was my first LD. 😅 Sometimes I'll see a game from a Ludum Dare I unfortunately missed when I'm linking to someone's game, and Genesis 1 intrigued me. Games like Genesis 1 are what make me wish I had participated in Ludum Dare before LD47, I missed out on so many great themes and games! At least now you can know that someone (me....) would have rated it 5 stars for Humor without a second thought. 🤣
https://www.twitch.tv/videos/1012941526
This was really an enjoyable game, my only wish would have been even more upgrades, enemies and deeper seas :D Great job!
Nice graphics and very funny enemy sounds! Also great upgrade system and ui. Final boss was a surprise
p.s. yeah, your fish is more hostile than in our game :laughing:
P.S. Thanks for video feedback on our game thow :)
The combat is fixed in the post Jam version if you want to check it out
I found the difficulty balance surprisingly good, the game felt challenging from beginning to end. The times I died felt like a genuine setback, making it harder to progress since you always need to go a little deeper to find new crystal veins, but still always doable.
It's a little jarring how the gun quickly changes position when you turn, though I'm not sure there's a good solution since it would be weird if the submarine wouldn't flip and was upside down in one direction. Maybe a button to decide when to flip it yourself?
Overall a very complete, polished entry, good job!
@zathnic Have you tried the Post LD version? I basically inverted the logic for shooting: the bullet travels exactly to where you click and the submarine rotates to a position where the shot would be believable. Or do you mean the position of the Drill that changes? That is a little bit annoying still.
It looks finished and playable, including music, graphics and gameplay.
I'm sure you should release this game and continue work on your game:)
One problem I ran into on my playthough in the post-jam version is, I decided to buy the rocket launcher first. However, I found I couldn't really use it, so then I bought the machine gun. But then I was down $5500 and so it took me a very long time to get enough money for a fast ship--so I had to keep going really far down and mining crystals with a slow ship. I think a selling system would help here, so I could sell my gun or my old submarines, even at say half price, so that I wouldn't be punished too much by selling things out-of-order.
My first playthrough, on the Ludum Dare version, I died once, and that was the point that I quit... I lost around $2000 plus several hundred at least in crystals, and I was in a somewhat similar situation where I had a slow ship. So, at that point, I would have had to go even deeper to get more money, and it would take just a ridiculous amount of time to build up all my money again. I think that the punishment for dying is too much--it should probably be a fixed cost, like $400 or so.
It also seems like it might be possible to burn through so many crystals that the game becomes outright impossible? I'm not quite sure.
One thing I found frustrating about the combat is that often, a very large number of enemies would spawn, and I would essentially have to go back up to the surface--trying to fight them off would result in a great loss in health. Especially when I was stuck with the slow, unupgraded ships, going really deep for a couple more crystals, I would often lose like 3/4 of my health in a matter of seconds and just have to pray that I don't die before I can upgrade my ship, as that would result in a ton of lost progress.
In any case, I finally managed to push through to the end, and I thought that was one of the best moments in the game. Digging a couple crystals and then getting a few million dollars... it was pretty fun.
Overall I think this game is a pretty solid game. The core gameplay is pretty fun for a while--I just ran into a couple roadblocks in the mid-late game that I think could be somewhat mitigated. I also think the graphics and audio are pretty nice, especially in the post-jam version.
Thanks for the in depth review.
> One problem I ran into on my playthough in the post-jam version is, I decided to buy the rocket launcher first. However, I found I couldn’t really use it
I am Suprised by that. The rocket launcher is target seeking, maybe you have not noticed that? you don't have to aim at all with the rocket launcher, which makes it the most over-powered. With the rocket launcher you don't even have to stop mining to keep fighting
> But then I was down $5500 and so it took me a very long time to get enough money for a fast ship–so I had to keep going really far down and mining crystals with a slow ship. I think a selling system would help here, so I could sell my gun or my old submarines, even at say half price, so that I wouldn’t be punished too much by selling things out-of-order.
A selling system would of course throw the balance off since you could get everything faster, so I would need to rebalance the prices at the same time. I think what makes it frustrating is that you have to go so deep down, so maybe a quick fix for this would be to regrow the Crystals after a while.
> I think that the punishment for dying is too much–it should probably be a fixed cost, like $400 or so.
I had mixed feedback on this. Some people thought it is fair that they get to keep the upgrades some people would have prefered a fixed cost. I'll experiment with this. The problem I see with a fixed cost is that in the late game it would be like peanuts. Maybe this could be scaled with the ships value. But again I think the most frustrating part is that there are no crystals left close to the top, so regrowing crystals would be a quick fix while I can experiment with the rest.
> It also seems like it might be possible to burn through so many crystals that the game becomes outright impossible? I’m not quite sure.
Yes it could run out, but I think this is more something you would actively have to try and archive.
> One thing I found frustrating about the combat is that often, a very large number of enemies would spawn, and I would essentially have to go back up to the surface–trying to fight them off would result in a great loss in health. Especially when I was stuck with the slow, unupgraded ships, going really deep for a couple more crystals, I would often lose like 3/4 of my health in a matter of seconds and just have to pray that I don’t die before I can upgrade my ship, as that would result in a ton of lost progress.
I don't see this as a bad thing necessarily. It is a risk reward situation. The spawnrates increase with depth. This is of course a problem if you are forced to go deep because all the surface crystals are already mined.
**tl;dr I will add regrowing crystals, which should be a quick fix for most of your problems**
@emperor-eagle
Thank you so much for the review, Same as for shakedimus: Have you tried the Post Jam version? it has much better shooting, although I have not yet tried it with touchpad.