Deep Sea Explorer by interface
Explore the deep seas for treasure!
Collect as many coins from chests before your oxygen runs out. Find oxygen tanks to extend your stay under water. But beware of hazards in the water! Sharks, dropping anchors and mines should be avoided... there is no regaining health when you're in the deepest deeps!
Controls: arrow keys (left, right, up, down).
How many coins can you manage to collect?
Development
I've always competed in Ludum Dare using Unity. This is my first attempt at Game Maker for 2D games. Learned a lot.

| Link | https://codecrib.itch.io/deep-sea-explorer |
| Link | http://www.redhybridrobot.com/LD48/LD48-source.zip |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-sea-explorer-1 |
Ratings
| Overall | 698th | 3.091⭐ | 24🧑⚖️ |
| Fun | 661th | 2.977⭐ | 24🧑⚖️ |
| Innovation | 855th | 2.286⭐ | 23🧑⚖️ |
| Theme | 489th | 3.523⭐ | 24🧑⚖️ |
| Graphics | 737th | 2.818⭐ | 24🧑⚖️ |
| Audio | 446th | 3.136⭐ | 24🧑⚖️ |
| Humor | 470th | 2.409⭐ | 24🧑⚖️ |
| Mood | 527th | 3.114⭐ | 24🧑⚖️ |
| Given | 15🗳️ | 16🗨️ |
Some feedback: the craft could move a bit faster, and the game could be improved dramatically with a better camera. It mostly shows what's behind the player in the direction they're moving (for example most of the screen is devoted to what's above me if I'm moving down), which isn't ideal because... well, you can't see where you're going! Not a problem unique to your game of course :P
Thanks for the feedback!
Great game overal :)
Intuitive and easy to pick up and play, but still challenging enough to be interesting.
I did like the music at first. The steal drum music is always nice, and it felt somewhat appropriate while I was exploring the sea, but after a while the repetition got to me. Thank you for adding a mute key. However, once I turned off the music there was hardly any sound at all. I would suggest adding more background ambient sound, like water, or bubbles occasionally.
I'm not much of composer either, so yeah I can only get a few sound effects recorded, and a small loop going within the time limit. And glad you found the mute button, that is EXACTLY what it is for! lol
I definitely had wanted to do a bit more art (maybe more incohesion lol) like a parallax perhaps, and more bubbles as part of the scenery were part of the plan, but no time.
I'm not planning to take this game any further. It's not my style of game (playing or developing) but since I wanted to try GameMaker over Unity for once, this felt like an appropriate easy game to develop with a new toolset...
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
1 - Mechanics, Learning and Flow:
Mechanics of exploring the environment with time limited by oxygen consumption (which can be recovered by collecting a finite number of oxygen cylinders), also aiming at the accumulation of more and more coins (treasure chests). In addition, there are foods that can cause damage (there is a health bar that is reduced whenever you touch harmful elements (shark, anchor and underwater mine)).
Learning to play is simple, it is difficult to be able to complete the map completely. Over time we will learn the limitations and details in relation to mechanics (such as the arrows indicating approach and removal of anchors).
The flow of the game brought me some anxiety, because it is difficult to get many points (I played a game that I got around 230 points, for example). I suppose that starting oxygen consumption only after starting to play (pressing a button) can be a way to pause at the beginning of the game (other than on the score screen, which I immediately feel like leaving, because losing gives a little bit of anger, hahahahahah). In addition, I suppose it is interesting to be able to recover oxygen at the points where it is possible to climb to the surface (in this case new elements should enter to balance the cost versus benefit of doing so).
2 - Graphics, Audio and Narrative:
The graphics are simple and, at the same time, very clear about what is being experienced. The user interface is friendly (I say this because of the arrows indicating about the anchors). Perhaps adding some texture to the ropes (or chains) of the anchors can avoid confusion (in the video I mistook it for something else, hahahahah).
The audio mixes fun with tension, perhaps it gives lightness and, at the same time, reminds the player that he is not safe.
The narrative is very simple: get gold before you lose (zero oxygen or injure yourself too much). I think it works well for this type of game.
3 - Culture:
The game reminds me of films that involve the bottom of the sea, and the music reminds me of animations that involve happier moments on the bottom of the sea. So there is something very interesting to take advantage of in this regard.
The game can be polished so that, through gameplay, the submarine can have greater exploratory capabilities (including in waters with different properties (luminosity and others)), in that sense the game could create a new playful approach about machines on the seabed .
4 - Monetization:
I suppose the game could have more content, in the sense of starting with simpler goals and growing in terms of complexity and size (but nothing too big), because I thought of monetization as a faster and lighter challenge for smartphones (who knows with advertisements).