Subconscious Abyss by ugly_robot
A singleplayer kerplunk-like web game of deep psychoanalytics! Made solo in 48hrs for Ludum Dare #57 Beat the game to enable 'crisis-mode' - a frantic time attack!
I knew we'd get alot of mining and oceanic games - so I wanted to go a different direction with it. I'm no artist or musician, so hopefully you can forgive me, lol.


Nothn' crazy - but I'm proud of this one! Visuals are fine, code came easily, and I didn't lose hours to any buggy rabbit holes, lol.
Still found time to protest, and finished early sunday - am I getting better at scoping my projects? Crazy
<3 Godot! Now that I better understand signals and node inheritance - such a great engine. Thanks for playn'!
| Link | https://github.com/necarlson97/subconscious-abyss |
| Link | https://ugly-robot.itch.io/subconscious-abyss |
| Original URL | https://ldjam.com/events/ludum-dare/57/subconscious-abyss |
Ratings
| Overall | 84th | 3.667⭐ | 29🧑⚖️ |
| Fun | 129th | 3.404⭐ | 28🧑⚖️ |
| Innovation | 15th | 4.173⭐ | 28🧑⚖️ |
| Theme | 21th | 4.288⭐ | 28🧑⚖️ |
| Graphics | 126th | 3.596⭐ | 28🧑⚖️ |
| Audio | 112th | 3.423⭐ | 28🧑⚖️ |
| Humor | 130th | 2.857⭐ | 23🧑⚖️ |
| Mood | 49th | 3.904⭐ | 28🧑⚖️ |
| Given | 27🗳️ | 47🗨️ |
Neat game, a bit easy maybe. Only complaint is that it is a bit laggy, but that's probably due to being in 3D in a browser. Nice idea you came up with !
@barnabewild thanks!
Great entry!
The description on the game page here is quite crowded and scared me away first, but I'm glad I read it all and understood the game better.
It ran smooth in my browser.
Well done!
Sadly it's melting my PC. Could you provide standalone downloads?
@dingbat I'm glad you liked it! Yeah - after reading one or two - it's basically just 'kerplunk' with people talking in the background. Thanks!
@rascarcapackdev yes - would've been a good idea to add different emotions - but art is not my strongsuit, haha. But great feedback, thanks!
I liked the effort that went into all the different problems and their resolutions - didn't notice any that felt superfluous so well done on that front. Great game overall - the only big criticism I have is the performance one but that's already been addressed above. Very well done!
@mauzart thanks! Yeah - it was fun to be able to have 'deep' concepts rattling around when working on the game - something to ponder while debugging!
@barnabewild ah, thanks for trying it!
@bad-fetus Great work beating it on crisis - that's not easy! Loved reading your comment - thanks!
I wasn't quite good enough to beat the game in crisis mode, though perhaps after a few more tries. Thank you for defaulting to an easier mode to teach the mechanics.
An interesting extension might be to uncover a hidden fear mid-session, adding an entirely new level. Maybe not accurate to the therapeutic method, but could make for some interesting gameplay.
You took a physical game and turned it digital in a very natural way. By the end of my time playing, I didn't feel like the controls were getting in my way which is a wonderful thing.
Thanks for spending the time to make and share your game!
You do still have to do some balancing, but instead of saying 'this experience needs to be exactly the right amount of challenging' you can say 'the first play has to be < the perfect amount, but if they keep playing for mastery, that level needs to be > the perfect amount'. Then, players can choose their own off-ramp - and you, as a designer, have to find the best way to communicate 'The offramp you choose was totally valid!'
Not that this game pulls this off perfectly or even well - but it was my first real attempt at that kind of balancing, and (i assume it's why Dark Souls -a game famously without difficulty settings- actually luxuriates and spends tremendous effort on having optional bosses, different endings, providing items for boss vulnerabilities and and player buffs, allowing cheese-strategies, etc)
Ah - I'm rambling - sorry!
I love your idea of uncovering a hidden trauma - I actually did toy with adding new levels for something like this. Of course, scope creep is always the biggest enemy - so I had to put the idea aside. But great idea!
Thank you so much for your comment!
@pusheeneiro thank you! yeah idk where it came from lol but it was fun to make
Was initially going to say it was too easy, then I tried crisis mode and nearly failed, so yeah :)
@hijomo yeah - text scaling continues to be an annoying problem - I believe there is a way in Godot to have the dynamic auto-scaling that matches a background image - but it's not as straightforward as using the normal anchor/container-sizing tools. Maybe next jam I'll figure it out!
Luckily - for the most part - you don't really need to read the text, haha
Thanks for playing!
@cr-nch and great work beaking crisis mode - not easy! thanks for playing!
Very refreshing to see a unique interpretation of the theme, as well. I did that for LD48's theme "Deeper and deeper" by exploring "deep" relationships, but this time I got lazy and just made a game about mining.
All in all, I loved this entry. Writing was succinct and the "crisis-mode" introduced a fun change of pace. Great work!
@decadedecaf you're too kind! Thank you so much for your comment!
I do also like the crisis mode, it adds a good layer of complexity and makes the player have to decide quick on whether they should pull a bar or just wait for gravity to do its thing. I think my best run was 3ish ruminations remaining? Oh I also really like the looping tune, it fits the vibe incredibly well. Again, really amazing job with the theming, nicely done!
E.g.: you might walk into an area in a 3d adventure game and go 'cool, these godrays look nice.' After that, you go about the mission fighting goblins or whatever, and the god-ray's presence exits your conscious mind, never to be noticed again.
With this text, you quickly stop reading it because you don't need to - but perhaps in your subconscious (heh), I think the knowledge that each marble _is_ representative of some corollary struggle, slightly enrichens the game. Then, at the end bowl, when you are 'confronted' with the failures and successes of the kerplunk game - you have that reminder of 'what you were working for' - again, even if it is too tedious to actually read - it represents some (small) part of the mosaic.
Not saying that this approach to dialogue is 'a good idea' or that it even 'works' here - but, in a way, that's what jam games are for - trying stuff that might not really work.
At least that's what I tell myself!
The failure for the UI to scale properly is just that I don't yet know enough about mixing images and text in the godot canvas control system. I learned quite a bit more about it this jam, but not enough - maybe next time!
Anyways - ramble over - thank you both very much for playing and for leaving feedback!
I had hoped to add art for her smiling/reacting - but I'm no artist, and thus am quite slow - so more faces fell out of scope for the 48hrs.
Perhaps if there had been a sound effect for each marble as a it moved a layer down? Just something to indicate progress - I think I was just relying on players understanding the physicality of the marbles (or being familiar with the board game) and thus understanding that any 'clearing of actual blockages' is helpful (and that clearing of 'useless' pipes, is, therefore, just a waste of patience).
But good point - more clarity and positive-feedback in the design is always a good idea, I'll keep it in mind next jam.
Full transparency - I've never played or even seen the board game in real life! Just as ADs on TV as a kid, and I guess it 'got stuck in my subconscious' since then (lol)
Anyways - good points, thank you for playing and thank you for your feedback!
@torte478 Thank you! Very kind - happy you were able to enjoy it!