Bathyscaphe by ipodtouch0218

[raw]
made by ipodtouch0218 for Ludum Dare 48 (COMPO)

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Take a deep dark dive into one of millions of randomly-generated caverns in search for riches. But be warned, both literal pressure from the ocean, and your own pressure to succeed make your journey anything but relaxing.

Bathyscaphe (from what I can tell, pronounced bath-a-scaff), is an arcade-like exploration game where you journey down into the deepest of the ocean caverns in search of riches. Sell off whatever you gather from the ocean floor to fund your next diving session. With 6 purchasable upgrades, there should be enough progression packed in for a modest play session.

It's very heavily inspired by Club Penguin's "Aqua Grabber" minigame, and somewhat inspired by games with random map generation, like Minecraft or Spelunky.

My first Game Jam (Compo) Game ever, and my first ever "full" game in Unity. Hope it impresses at least one of you out there.

Ratings

Overall 69th 4.048⭐ 23🧑‍⚖️
Fun 195th 3.738⭐ 23🧑‍⚖️
Innovation 407th 3.286⭐ 23🧑‍⚖️
Theme 16th 4.429⭐ 23🧑‍⚖️
Graphics 261th 3.738⭐ 23🧑‍⚖️
Audio 109th 3.833⭐ 23🧑‍⚖️
Mood 51th 4.095⭐ 23🧑‍⚖️
Given 58🗳️ 17🗨️

Feedback

5you
26. Apr 2021 · 02:28 UTC
Very nice, you did a good job.
I went a little too greedy and lost $4000+ at the end, what a horrifying trap !
Paroxysmal
26. Apr 2021 · 02:42 UTC
Linux version had sound but no graphics ever showed up.
smashin_bros
26. Apr 2021 · 05:35 UTC
Amazing!Brilliant!Outstanding!10/10!BrUh!
Ghost_Wave
26. Apr 2021 · 10:48 UTC
Woaw this is really impressive for a game made in 48h great job!
ROBOWARRIOR1982
26. Apr 2021 · 15:50 UTC
You have make a good roguelight with the theme, procedural generation work fine. The execution is correct.Good work !
Harrison Dunn
26. Apr 2021 · 21:13 UTC
This is a lot of fun. The lack of music and the creaking and groaning are a perfect fit for the dark depths. I found myself at 1hp, $2000, and at 150ft with no idea where to go. Spoiler - engine speed is a trap. Get insurance! I couldn't control the higher speed and ended up bonking away my fortune.
🎤 ipodtouch0218
27. Apr 2021 · 01:17 UTC
@paroxysmal thanks for letting me know, I've confirmed it on my laptop and removed the link. Can't figure out for the life of me why it isn't working, it's weird.
the_martijn
27. Apr 2021 · 10:22 UTC
Fun game! Loved the sound design of it (like the faster speed you have, the harder the enginesound will be) and the gameplay.
Too_Lazy_Cat
27. Apr 2021 · 20:38 UTC
Nicely done! Very enjoyable and fun.
oysuta
27. Apr 2021 · 23:40 UTC
No other game from the jam so far hooked me this much. At first I didn't like the controls but then I realized it's sort of the point, gingerly nudging around the submarine creates exactly the right mood. Forcing you to pick up loot by risking bonking against the surface is another thing was similar: annoying at first but actually perfect for the game. Really enjoyed this one, thank you!
Turquoise Moon
28. Apr 2021 · 03:45 UTC
Very cool! I used to love that Club Penguin submarine game
2bitcrook
28. Apr 2021 · 05:32 UTC
Wonderfully atmospheric deep sea exploration game! The audio design/sound effects are spot on. The random strange noises adds a spooky lonely/unknown vibe to it that works so well. I also love the little puttering sound of the engine.

Movement was really solid and weighty and the DONK into the sides was very well felt! Since it's procedurally generated that means a lot of replayability! A few criticisms I have are are more subjective so take them with a grain of salt :D.

My first is that diving at the start, and resurfacing was a pretty smooth experience. The problem later on came from going really far down, like 300m, 400m, 500m and kind of grimacing at the idea of doing the entire trip back up. The easiest solution would be to sell an item that can let you instantly resurface/automatically go back to land but I think this is pretty cheap and not in spirit to the game. Instead, I wonder if you could sell a navigation tool that could route the shortest path/a direct flowing line to the surface with arrows, which would mean the player would still need to navigate their own way back to the surface but would cut out a lot of dead ends.

My second is perhaps the mouse is a little underutilised, since the only action is aiming the light. A potential small inclusion would be for a small hook or robotic hand could pop out which would mean you could use it to collect treasure? You'd still be prone to bumping into stuff even with the hand but could make for a more involved experience than just bumping into it.

My last crit is I think maybe deeper down there could be enemies? Something additional to avoid and keep you on your toes or even just stationary ones that might shoot projectiles or swipe if you get too close.

But as I said these aren't "improvements" in a vertical sense, but more like a horizontal sense :D.

Either way great game and good job on finishing! =]
nigeynige
28. Apr 2021 · 12:52 UTC
I really loved this entry! The decisions you made about lighting were spot-on (fading at the edge of your spotlight, ambient light dimming as you got deeper) and the risk-reward gameplay worked perfectly. I especially liked how close you had to get to the walls to collect your treasures, and the creaking sound effects as you dipped below the safe range created atmosphere wonderfully. Probably the best game I've played in the jam so far. Terrific work, you should be proud.
Simpathey
28. Apr 2021 · 16:14 UTC
So much fun! I am going back to this for sure! The art and feel of the game is so good, the procedural generation makes the game feel so unique.
Eugenik
28. Apr 2021 · 17:00 UTC
Oh wow, the music is phenomenal!.
jitspoe
29. Apr 2021 · 11:03 UTC
Movement felt really good. Nice camera shake impacts when you collided with things. Sounds were great! Really had that underwater feel to it. One suggestion on the art would be to have consistent pixel density. The background and character were 2 different resolutions, which is pretty jarring with pixelart.
etrealjunior
05. May 2021 · 16:37 UTC
Congratulations on your game, it really gives us the feeling of the bottom of the sea, I will make suggestions for future upgrades, collectable objects to put more prominence, and different objects because it would be difficult to enter deep waters to collect shells, maybe treasures would be better, put something that justifies the light coming out of your submarine, and make the lights not go through the walls, I hope I helped, a big hug, and I am also waiting for your feedback.
LDJam user 250426
17. May 2021 · 08:39 UTC
I wish you stuck around in the stream, I had a ton of fun with this! You had a lot of really good design decisions that really made this stand out for me and I love the bubble particle effects from your sub and the treasures

I ran into an issue towards the end where I couldn’t upgrade my pressure glass past level 3 (I had the gold for it) and when I died I lost my upgrades except the glass, which stayed at level 3

Really fun game though, well done!
Franciszek Pyrć
19. May 2021 · 05:54 UTC
I am glad you didn't keep default unity sprites for buttons. It's surprising there is some actual generation. I think the waving effect looked good, but for a pixel art game, simple sprite swapping would have looked better (or if you used pixel perfect camera). On post processing: I think motion blur wasn't a good idea. It makes the pixels look blurry, which isn't the best idea for a pixel art game. Also: it's not a good idea to scale sprites, small baubles are 2x more detailed as big ones, since they are the same, but downscaled.

The pacing is rather slow. It would have been better to have more treasure scattered around and maybe big treasure?

Also if you question why am I playing after the jam, I'm just looking at others, because I want to find out if people really made such good games that we got 1k places in almost all of the categories or did we just get harsh reviewers