Adelie - Rolling in the Deep by Meep

Explore the ocean with a penguin.
The game revolves diving through progressively deeper procedurally-generated trenches for pearls. Battle fish for health and snowball upgrades to better survive the deepest trenches. Can you go deep enough to find the black pearl- or unravel the treasure of the Mariana Trench? (If you're up for it, resurface after fully exploring Adelie Trench- without taking the black pearl 😉)
No background music for now because of the deadline and also I don't know how to make background music. Not super confident about the difficulty progression/balancing- it starts out tough with weak short-ranged snowballs, but with a good run going you might end up with a snowball machine gun and breeze through. Might tweak things post-compo to make the start more accessible. :(
Controls
- Arrows - Move
- X - Throw snowball
- Hold X - Strafe
Screenshots



Cartridge (p8.png)

| Source (p8.png) | https://static.jam.vg/raw/b19/z/41bb1.png |
| Link | https://meepmoop.itch.io/adelieep |
| Original URL | https://ldjam.com/events/ludum-dare/48/adelie-rolling-in-the-deep |
Ratings
| Overall | 20th | 4.223⭐ | 58🧑⚖️ |
| Fun | 55th | 4.063⭐ | 58🧑⚖️ |
| Innovation | 250th | 3.591⭐ | 57🧑⚖️ |
| Theme | 173th | 3.991⭐ | 58🧑⚖️ |
| Graphics | 18th | 4.464⭐ | 58🧑⚖️ |
| Humor | 173th | 3.292⭐ | 50🧑⚖️ |
| Mood | 92th | 3.954⭐ | 56🧑⚖️ |
| Given | 57🗳️ | 57🗨️ |
The variety of the power ups is also very cool and pretty well balanced.
It's the best game I've tried up to here by far.
Where can I find the Source code ? I'm actually curious how a game like this is made !
You should really shout your game out a bit because it clearly deserves to be played !!
but the graphics are very nice though (I have a thing for Pico8, always beautiful games)
I loved the mood of it too!
congratulations for your entry!

The concept is really solid, I think with just a little something more in the second-to-second gameplay it would be really fun to play, even at the start when you have bad stats. But I would say that about Isaac too and hey that game is wildly popular so what do I know.
I think I will play this again later, actually. and like: whoa nice work you made a compo game that I want to play again?? excellent excellent job!
Oh I almost forgot - I LOVE that water effect and I will absolutely be keeping that trick in my back pocket. Really great visuals all-around. (although the map is a bit hard to see)
https://www.twitch.tv/videos/1007659333?t=03h01m25s
I thought it was too hard at first, but once I (quickly) realized that you get more powerful as you progress, making the gameplay addicting and interesting, it all clicked. Great movement, graphics, animation and flow of action.
The only nitpick I have is with the controls, I really wished it could be WASD instead of keys, but I understand this is a PICO-8 restriction. It's a well-rounded, well executed piece of gaming that I'd love to play more of.
I loved the water effect and the "fountain" feeling that water gives. Only 1 criticism: The difficulty curve is unbalanced in my view. The first stages are very easy and, suddenly, a stage appears with many different rooms and enemies together. This is something to think about.
Congratulations on the excellent work!
Great art, satisfying movement and wonderful mood all rolled into a perfect penguin rogue-like shoot-em up! I really can't stress how wonderful the graphics are, as someone who has dabbled with Pico 8, it's such a fun challenge working with the palette and the sprites are fantastic. I also adore that wave/underwater effect you included and the surface waves are so pretty and atmospheric.
The different types of powerups are really varied too which is really nice, you're always getting stronger in some way.
The only crit would be some ambient music, or some nice bumping music in the background would have been the cherry on an already tasty entry!
Great job on the compo entry, it's always amazing to me what a one person can do in just 48 hours.
Overall:5.0
Fun:5.0
Innovation:5.0
Theme:4.5
Graphics:5.0
Humor:5.0
Mood:5.0
YOU NAILED IT!
This game is beautiful. This game is fun. This game has ambiance. This game has mood. The sounds are amazing. This is an incredible jam game and I am absolutely impressed. Everyone we had with us has saved this on their own laptops as a "come back and play this later" kind of game. You absolutely killed it.
If there's a game from LDJam48 that has a chance to be made into a full commercial release after the jam: this is certainly a major contender.
I had an absolute blast playing and loved watching our other people here play, too.
Some of the things I think were excellent game design decisions:
--the mostly linear level design with rooms going 'down', but -occasionally- having offshoots to the sides. This lets the player have choice but also primarily pushes them toward 'the end goal'-- I like that it did not feel like a maze or trap.
--The bullets having a very short range before disappearing. This made the gameplay and combat VERY strategic in the way you would dip and dive around the fishies. At first I thought it was a centipede or space invaders mechanic where you could not fire a bullet again until the first one had struck (which I erroneously said on stream) but once I realized it was the design of a short distance I realized how much more I prefer the design you chose. This went from feeling like a bullet hell to a true 'play with skill and think about your actions' almost 'chess-like' experience feeling.
Furthering this idea; you limited the number of enemies on screen to something that totally made sense. I personally died during the "chaos" of 4 spikes and 4 enemies... but that felt incredible. It did not feel like an overwhelming army of enemies but rather just a small skirmish in a scene that makes sense. There is something about the scale that you chose that -just works-.
--The gliding and sliding (friction movement) is really dang good. You have build up speed and bursts of speed and sliding all interacting in ways that come together in what is ultimately one very, very good character controller. While 'difficult'- it felt fair and responsive. This is one of the hardest things to get right in games and here is an area where your programming absolutely shined and demonstrated you have a very firm grasp on gameplay design principles. Whoever did the programming on the movement absolutely blew me away; this was my favorite part. I seriously think you need to give yourself a pat on the back for this because this is absolutely impressive work.
Overall I have to say that you really have a gem on your hands and I am very excited to have been able to play it during this jam. This game is exactly what LDJam is all about, what indie gamedev is all about, and what we should be striving for.
Thank you very much for bringing this to our stream and letting us play it - plus engaging with us and accepting our feedback.
P.S. I will send you a link to the gameplay session video once I have it uploaded to YouTube! :)
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
EDIT: shooting pushes you back quite hard also, enemies are bullet sponges :/

I was impressed with the amount of variety with the fishes, every time I thought I seen it all, you introduce a new guy! You really picked good pacing in that regard! The last guy (I don't want to give any spoilers for other people) was challenging and really well thought out. Even after getting upgrade after upgrade, you still manage to challenge the player. Each upgrade seemed like only a minor boost, but when you give an upgrade pretty much every level, the effects become very tangible without feeling overpowered. Very well done with balance!
Graphics and sound were spot on. I'm glad you had audio feedback for pretty much everything like finishing the level, killing an enemy, getting health/upgrade and even jumping out of the water at the top and dipping back in haha. I love that you played as a lil penguin guy (top tier lil dudes)! My only suggestion regarding graphics is maybe make the boxes for the map have a white border instead of the brown color. Sometimes it would be hard to see the map and you only show the map when there are no enemies, so I think it would be fine if it stood out more
Really great game, I can tell you put a lot of thought into all the design choices because everything works so well together: good balance, sound, pacing, graphics, enemies, and upgrades!

I'd love to give it another try on stream after you've implemented some changes and are ready for a follow-up playtest.
Watch @popdaddygames and me fall in love with this game at first sight! (01:33:00): https://www.twitch.tv/videos/1009312502
Thanks for submitting your game for me to play on stream yesterday! I uploaded the VOD if you'd like to rewatch the stream. I started your game at 28:36.
I'm surprised you didn't simply go for one endless level -- which would have fit the theme even more, but the way you made it, with the pearls at the end of each area made it feel more like a proper game.
I hate fish.
Great job!
The start was a bit tricky and I really had to figure out how the game mechanics are working. After that the game was really really good and made a lot of fun.
The Screentransistion was a bit buggy and a nice background music would be nice but thats really picky to give some critic to the game.
So, A Great GAme, well done. Awesome

https://youtu.be/aHUsWQeZHns?t=2936
Had a lot of fun playing this twin-stick-like shoot'em up. It's nice and focused, easy to learn, hard to master. The roguelike structure does a good job of keeping each playthrough feel fresh and interesting. Graphics were great, and the lack of music actually wasn't all that bothering. Great work!
Personally, I thought the biggest problems I had with the game was movement. The knockback on each bullet fire didn't feel good, and how swimming up and down had a different physics applied than left to right. I recognize those were added in to distinguish this game from other shoot'em ups, but I personally had a hard time learning to work with these limitations.
I also wasn't a huge fan of the short range the poor penguin had when firing. I would have also liked to see the bullets of the fish had a better tell so I can make out when they're going to fire, and where. It may have been nice if the starting enemies could only fire in specific directions (e.g. left or right only), and there were some variance on when each fish fired.
Still, I did get better with the game over time, so clearly, I can learn to live with the limitations the game presents.
Game's kinda hard, but this isn't bad
Things I like:
- The whole game. (specially the sound of hitting enemies, feels so fun in this atmosphere)
- The feel of the game
- The name of the game
Things I TOTALLY DISLIKE:
- The cute penguin can't walk when she steps on the ground, I'd like so much see that cutie thing T_T
(well, you can always add it if you want :P)
Really good job!
Thank you so much for this game, it's pretty cool, I'll share it!
This is a super impressive compo entry. The art is absolutely adorable! I'm glad I had enough time to play the bonus level and final boss! :smile:
Suggestion: Have a SpeedRun with Seeds (semi-procedural); course of sequence of compatible seeds.. (each seed consisting of a good path of corridors, enemy spawns, etc..
- Quite tricky to land shots at beginning, one would like to see some parrying or counter-attack (to deflect the shots); However, the powerups seems to solve this. I'm sure another playthrough does the trick.
Looking forward to seeing more!
