Not The Urchins! by Cammin
You are a perilous diver who wants to explore the deepest depths of the ocean! How far can you go when the darkness of the ocean is littered with deadly sea urchins?
To move, use WASD, arrow keys, or a gamepad's left stick.
Avoid the Urchins and reach the deepest depth your scuba guy can go, however, your vision will slowly decrease as you go deeper.
Pick up Glow-Bulbs to alleviate your lost vision. Pick up Starfish to reveal the whole screen for a short time.
https://youtu.be/rG5n9BScoNk
Game made in Unity
SFX made with Bfxr
Art made with Aseprite
Music made with Bosca Ceoil
Made by Cameron Krebbers
| Github Page | https://github.com/Cammin/LD48 |
| Windows Build (Itch) | https://cammin.itch.io/not-the-urchins |
| Play on Itch.io | https://cammin.itch.io/not-the-urchins |
| Original URL | https://ldjam.com/events/ludum-dare/48/not-the-urchins |
Ratings
| Overall | 448th | 3.464⭐ | 30🧑⚖️ |
| Fun | 277th | 3.6⭐ | 32🧑⚖️ |
| Innovation | 533th | 3.069⭐ | 31🧑⚖️ |
| Theme | 176th | 3.983⭐ | 31🧑⚖️ |
| Graphics | 560th | 3.233⭐ | 32🧑⚖️ |
| Audio | 342th | 3.339⭐ | 30🧑⚖️ |
| Humor | 361th | 2.68⭐ | 27🧑⚖️ |
| Mood | 371th | 3.379⭐ | 31🧑⚖️ |
| Given | 23🗳️ | 47🗨️ |
Also, URCHINS!!
Congrats :) we made it!!!
Nice lighting effects :smile: simple and well polished entry :thumbsup_tone1:
I hope you'll drop by mine and give it a spin :wink:
:purple_heart: :dart: :frog:

I was surprised at how many times I wanted to retry this. It's a simple diving game but you did a lot right with it. I like how you have the goal of getting air and light while also avoiding stuff (simply avoiding stuff can be boring in open spaces, so drifting around corners and in between rocks to get stuff makes it fun). Also, nice job with the hitboxes - it always felt fair when I died. I also enjoyed that difficulty oscillated, as it gave a sense of breathing room after difficult sections (something I could learn from when designing levels!).
Some negatives that come to mind are that the difficulty seemed to plateau after a while? The difficulty from 100-200 felt a lot more similar than the difficulty leading up to 100... (Or maybe I was just getting used to the game?) I would have also said that the physics were too slippery at the start, but I actually found it kinda fun to drift around corners after getting used to it. Oh also, perhaps the ability to move the game along faster when approaching the bottom of the screen would be nice, but that's more of a would-be-nice and not super important. Oh also I just remembered that when using gamepad, after using the d-pad, the analogue stick didn't seem to work. I restarted the game and completely forgot about that issue until now, though.
Overall, it's a simple game that nailed the fun factor quite well. Nice work.
Yeah, when designing the hitboxes, the general rule I like to follow is that pickups have bigger hitboxes, while enemies have smaller ones so that it feels more fair. also the upper 3rd of the player has no hitbox so that the player doesn't die because of contacting the legs/feet. :)
You are right about the difficulty curving off. I tried something like this because I expected that the spawn interval would go out of control after a while, so I tried out a rounded-off curve.
I was actually trying to figure out ways to make the game go faster for more experienced players during development, but I just wasn't sure how to go about it. I was thinking of using a powerup for that, but it ideally would be something that's always a risk vs reward so that all levels of experience can enjoy. The idea of being near the bottom of the screen is actually a fantastic one! I should have thought of that, haha.
The d-pad bug is also something I came across. It's a Unity bug on WebGL builds that I don't believe I have any control over, rip haha.
Thanks for playing :slight_smile:
I reached a point where I had zero visibility and was just moving blind with no way to recover. I feel like it would be a better experience if there was still some way to come back, even if extremely difficult or risky. Maybe if the glow orbs were still visible, even in the dark so you could make a desperate attempt to grab one before you die.
Perhaps it's too subtle, but I thought about this small detail so that players can have a clutch moment of saving themselves. It's slightly what inspired the starfish idea, as it gives a guide to navigate to the next potential glow bulb, should they completely run out of circular vision.
But yeah, I think some more options to save yourself might be an interesting idea as well, like maybe the urchins gain occasional luminescence to help avoid them and then recover.
Thanks for playing, I really appreciate it! :smile:
Well done!
I think little polishes like a few extra animations, or some fish in the background could take it to the next level! - I also think it would make a great mobile game! Nice work overall!