Sub-Silence by Pusheeneiro
You’re deep underwater in a claustrophobic steel tube, surrounded by enemies you can’t see... until your sonar pings.
Sub-Silence is a minimalist submarine combat game where you rely entirely on a sonar pulse to locate enemies in the darkness. Each ping briefly reveals nearby threats — then you’re blind again. Navigate, dodge, and fire torpedoes using a mouse-only cockpit interface designed to challenge your perception, memory, and nerves.
🎮 How to Play
Use your mouse to interact with the cockpit controls:
- Turn Left / Right
- Change Speed
- Fire Torpedo
The sonar pulses every few seconds, revealing enemy positions. Time your movement and aim carefully.
Destroy 20 enemies to win — if you survive that long.
🌊 Theme & Design
We wanted to take the "Depths" theme literally and emotionally: setting the game in a deep-sea environment and creating an atmosphere of tension and isolation. Most games treat sonar as a secondary mechanic — here, it’s your only source of vision. That moment of clarity during a ping, followed by the uncertainty of darkness, is where the tension lives.
🛠️ Made With
- Unity
- 2 devs
- 1 long weekend of coffee and chaos
🧠 Looking for Feedback!
We’d love to hear what you think about the overall game design — how it plays, how it feels, and whether it captures the tension we were going for.
Assets Used: - SFX: ZapSplat
| itch.io | https://pusheeneiro.itch.io/sub-sillence |
| Original URL | https://ldjam.com/events/ludum-dare/57/sub-silence |
Ratings
| Overall | 656th | 3.225⭐ | 73🧑⚖️ |
| Fun | 779th | 2.711⭐ | 73🧑⚖️ |
| Innovation | 223th | 3.627⭐ | 73🧑⚖️ |
| Theme | 296th | 3.91⭐ | 74🧑⚖️ |
| Graphics | 517th | 3.486⭐ | 74🧑⚖️ |
| Humor | 702th | 1.765⭐ | 19🧑⚖️ |
| Mood | 450th | 3.542⭐ | 74🧑⚖️ |
| Given | 72🗳️ | 131🗨️ |
Love the atmosphere, graphics and sound design!
I think the only thing I really wished was that I could use more keys to control things. Turning and shooting and speed in crease decrease being more responsive would've made things easier. though I recognize easier would also detract from the atmosphere.
Overall, well done!
Only suggestion I'd have is to tweak the controls a bit. Maybe make turning more intuitive—like using a wheel instead of arrows—and speed it up slightly? I had trouble shaking off the enemies on my tail. Other than that, solid job!
or maybe controls could use some polishing
the idea is cool, thanks for the game
The only thing I'd change would be to update the enemy positions when the sonar wave reaches them, rather than when it is emitted.
But aside from that, really cool !
My movement + my limited radar pulse + the torpedo travel time + reload time + forward movement - holy cow! So many cool mechanics interacting in such interesting (and difficult) ways!
Perhaps if there was just less enemies? Perhaps 1/5th as much? Maneuvering and timing out a shot is a fun enough challenge on it's own, even without trying to stay away from hostiles.
Fantastic work! Super cool entry
Overall really fun game!
EDIT: Oh wow, just noticed you both played Sacrisquare last year AND made Cultists on Ice, which I instantly remembered being a fascinating experience as soon as I saw the thumbnail again. Nice to see a familiar game-face!
One thing that would improve the game for me is a better indication when a torpedo hit an enemy. Unless I was just missing the entire time I played, I didn’t feel like there was a clear indication of a hit. Despite the torpedo going directly through the enemy blips. Since destroying enemies is a key part of the game, I would suggest focusing on that feedback mechanism more.
So I couldn't hit the enemies not even once. Torpedos went close or even ON TOP of the enemies, but they still don't wanna to die. What a horrible creature they are!
But in every other aspect the game is great! I love controls, interface, mechanic. Only a bit upset that I couldn't hit even one monster =\
Nice game! ^_^
Very bold with the thought process, congrats on that
Very claustrophobic feeling, properly nailing the look, good controls and a great idea. It is really hard though!