The Trench by atsh

Dive 11,000 meters to the Mariana Trench, the deepest point in the ocean
You can download or play online (couldn't make it work here)


I tried to model the ocean based on real life, assuming 4 pixels are 1 meter * Light penetrates up to 1,000 meters, which is the start of the midnight pelagic zone * The underwater animals you see at each depth reflect their real life dive depth * Sea floor starts with shallow continental shelf, and then continue as it is in the ocean
In practice, I made some concessions for playability and presentation, so 1 meter is between 4-8 pixels, and this is why scale is sometimes off (e.g, huge fish)
The UI and color of submarine are based on the Deepsea Challenger Submarine, piloted by James Cameron which was the first to explore this point
This was my first Ludum Dare. Audio was especially new to me
Tools: Godot, Piksel, Paint.NET, sfxr, bfxr
I'll be really happy to hear any feedback!
| Link | https://shlomiatia.itch.io/the-trench |
| Link | https://github.com/shlomiatia/TheTrench |
| Original URL | https://ldjam.com/events/ludum-dare/57/the-trench |
Ratings
| Overall | 159th | 3.413⭐ | 71🧑⚖️ |
| Fun | 244th | 2.862⭐ | 71🧑⚖️ |
| Innovation | 198th | 3.065⭐ | 71🧑⚖️ |
| Theme | 41th | 4.116⭐ | 71🧑⚖️ |
| Graphics | 128th | 3.565⭐ | 71🧑⚖️ |
| Audio | 188th | 2.925⭐ | 69🧑⚖️ |
| Mood | 90th | 3.725⭐ | 71🧑⚖️ |
| Given | 102🗳️ | 124🗨️ |
Great work and thanks for the game!
Why did you opt out of humour though?
The instructives messages are also a good idea that make the experience very cool.
Negative point would be the writing sound that is quite terrible :(
Thanks for all the feedback! The whole audio thing was new to me, and can be improved for sure. Will give it a shot post jam
@grid96 at the time I didn't think humor was relevant, but I guess the ending can be amusing :)
Like others, I was very impressed with that radar effect. Had me wondering how it was done- then I remembered this is compo, I can just check! Awesome work.
Haha I was waiting for something like that happen at the end. I jumped out of my seat nonetheless. Good job! The atmosphere was great! (no pun intended lol)
I followed a lot of tutorials, especially by [slynyrd](https://www.slynyrd.com/blog) and [mirru](https://x.com/mirrutatep)
Again I'm not really an artist, and I agree that it's not super clear that the final sprite is an eye, especially in the dark. Maybe I'll give it more work post jam
I am very like your game! I like it immersiveness, its like a good story. I want more games like this.
Thank you!
I loved the effects of the sonar and wished there were also fish to hit with it etc.
- Great controls
- I had fun reading the general information prompts
- Changing and dynamic environment
- Good theme interpretation
I really got the sense of going deeper and deeper thanks to all these.
A bit of critique:
- After the first wish the fish in the sunlight. I was just holding down the 'S' key apart of one or two cases where I needed to maneuver. (Still got the chills and was scared to hit something, but it barely had anything in the way).
Overall great game, well done!!
And should I say Behazlaha? Haha cheers
Toda :)
Yes I agree the navigation in the game could be more challenging. I even thought about making you lose health if you hit the sea floor, and tried to think about ways to block you in the middle of the ocean, like other submarines.. I didn't do it eventually due to lack of time. I also thought about the sonar interacting with the fish, but again, it was hard fitting everything.. Maybe in the post jam :)
Thanks for the feedback!
Glad you liked the ending, and for the feedback in general!
I was actually inspired by this [image](https://sciencebasedlife.wordpress.com/wp-content/uploads/2011/11/rxko0l.jpg) I saw many years ago, and I incorparted many elements into the game, including the "ending", if an image can have one :)
I like the visuals here a lot, the watery ambience looks great. The deepening water color is really well done, and I like the look of the flashlight and the sonar effect. Very effective use of the graphics, sells the mood well.
I have no gripes about the gameplay. Obv it's just kind of for the purpose of swimming around, but all the cool deep sea facts kept things interesting, and the length of the game was good. I think even though it was pretty barebones gameplay, it did well to focus and emphasize the theme, so it still was entertaining. I liked the ending too
You mention audio is new to you. I think the sounds aren't bad. It was just insanely loud, and startling with the first sound you hear. You gotta be careful of volume and never put a full volume sample in without turning it down. A good rule of thumb is to listen to music or watch youtube while you test your game. It's necessary to do that little bit of audio mixing. I definitely had to settle into the sound because the first thing you hear is a super loud harsh noise.
That said once I was moving around, the audio wasn't an issue. It kept me immersed and all.
Overall this is really cool! Gameplay wise it's not super ambitious, but the concept and the visuals all came together, and you sold the theme/mood well through visuals and gameplay. It resulted in a fundamentally nice thing that I enjoyed playing, well done!
I think the sonar sound would have been really neat if you did some echoing or reverb on it, maybe something to try.
Congrats on your first Ludum Dare! And going right for Compo!
I liked that there wasn't much gameplay, I think it would distract from showing off the scale of the ocean in an immersive manner (though I don't know if this was your goal). I enjoyed this, well done!
Wow thanks for the detailed feedback! The tip about lowering the volume of generated audio, and comparing it to other audio is very good one. Honestly I think I was just so used to it after hearing it again and again that I probably needed to show the game to more people. My family saw it, but I think they got used to it as well, and again it was on my computer im which I lowered to volume to reasonable level
BTW, The original James Cameron dive took 2.5 hours or so, so I tried to make the dive 2.5 minutes to keep it reasonable for a jam game :)
Your comments really highlight my dellima of should I just keep it realstic and immersive but gameplay thin, or introduce some gameplay element and challenges, but lose some of the focus of the story. I guess both approaches can be valid :)
@mhorth
Great idea about the sonar effect. Wish I knew how to do that. Will try and research it for the post jam version
I wish your ocean had a bit more life in it, it felt like the fishes were in like 4 meters out of theentire depth.
Loved it otherwise.
@chuckiee great idea about the aspect ratio! I planned to add mobile support post jam, so I'll give it a shot
I agree it was a little shallow (no pun intended :)) in the gameplay department. Thank you so much for your kind words and constructive criticism!
This is really well made, and I appreciate the attempt at realism. I don't see educational entries that often at all, props! The marine life sprites are adorable, too. Aaaand... there sure was an ending! All in all good work!
(I had music playing in the background, and one of the tracks synced exactly with the sonar pings... :D )
Thanks for playing and the feedback! I'm thinking about doing 2 changes in post jam to make the visibility a little better - pull the camera forward so you can see more before you, and start the sonar ping a little in front of you, so if your're moving forward again you'll see more
@fusionnist
Thanks for the kind words! I actually wanted to have music in this, but I don't really know how to make music and wanted to be on the combpo. Maybe I'll add some after it's over :)
Great minds think alike! because my game is also a submarine with a sonar that search for packages and while keeping an eye on cabin pressure.
I really liked all the various sea creatures though the game mechanics encouraged me to blast past them without stopping to admire the artwork.
The sound design could do with more work, it didn't really feel like the dangerous deep underwater trip it should be.
Also the submarine pointing straight down like that bugged me a bit.
@someone
Agree with all your criticism.
I considered having sort of a mini game where you need to take photos of the various sea life, which might have encouraged more exploration, but scrapped this idea to keep focus.
I also wanted to have some sort of deep ocean sound, but I'm at a loss of how to achieve this effect, and will need to research this
As for the submarine, I suspect what's bothering you is the fact that it has a top half with periscope, and you're totally right. In real life the submarine was indeed pointing down. In hindsight maybe I could've consider at least retracting the periscope when diving

Your idea of having a challenge in between like taking pictures would improve the gameplay and I think it is now missing.
But still, I had the urge to discover the bottom of the ocean. The collision of the submarine with the surface was nicely done. The surprise at the end was cool. The trivia about heights was also a cool feature of the game. Good job! :)
It was a great vibe. I guess two small things that jarred me out of the experience: 1, the sonar effect is very nice overall but the sound is a bit harsh for one that's repeated so often, and if it were more mellow I think the vibe would be more chill; 2, it's probably just me, but a handful of times I let go of the mouse click to stop and look around at the fish, but the camera had this disorienting recentering effect that ... I can't explain why but it felt like a punishment, so I didn't want to stop very much.
But overall the game drew me in and kept me in this sort of semi-hypnotic state in a very nice way.
The ocean gets dark quick! And is very deep.
Well done!
Thanks for playing the game, and for your feedback!
@pkenney
2 very good points..
I can totally understand how repeating sounds can make things annoying. In the typing sound I added some pitch variation. I wonder if something similar will help with the sonar, in addition to making it more relaxed
Regarding the camera - I tried to move it a little bit forward when you're moving to help spot things on your way, but it did felt jarring when it got back. I'll give it more work to make it more smooth, because it make sense you'll want and stop from time to time
that's a really great entry! love it!
Great job for a first ludum dare and especially for a solo dev!
As others have mentioned, there wasn't much to do gameplay-wise, but I kind of liked it as-is; as a sort of interactive educational experience.
Impressive solo compo entry, loved it! <3
Thank you so much for playing and for you kind words and feed
@ammonit
It's interesting you're not the first one that expected to see garbage at the bottom. I actually read that it was considered to dump nuclear waste on the trench since it's so deep, and I considered to include it in the game to explain the ending
@ntmalichi
I appreciate you noticed the science influences, as I did tried to incorporate it, and (wrote)[https://ldjam.com/events/ludum-dare/57/the-trench/my-first-ludum-dare-simulating-the-deepest-dive] about it
@kujoen
Thank you so much for specific tips in reverb and delay. I'm totally clueless about sound so it's very helpful to be fed with a spoon sometimes:)
I think you could have gotten away with slowing things down a little. It's fine as it is, especially since you don't want a jam submission that people are reviewing to feel tedious. I just wonder if taking it slow and easy on the way down would feel meditative on top of being educational.
Thanks for your feedback. To be honest I was concerned about making a longer or more complicated entry on my first try. The main feedback I got is that gameplay and challenge is missing here, so I would definitely give it a shot next time!
Great submission!