doc-kaos 2021-04-26 03:28
Wow! The mood is unbelievable! Well done! With the sound and lighting effects. Brilliant. Made it to the bottom and settled to rest. This one hits you in the feels. Thanks for making it!
Foon → Ludum Dare Explorer → LD48 → The Final Journey
By kernon
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1271 | 3.31 | 31 | |
| Fun | 1617 | 2.79 | 31 | |
| Innovation | 1665 | 2.60 | 31 | |
| Theme | 128 | 4.25 | 31 | |
| Mood | 136 | 4.20 | 31 |
Wow! The mood is unbelievable! Well done! With the sound and lighting effects. Brilliant. Made it to the bottom and settled to rest. This one hits you in the feels. Thanks for making it!
The mood really felt harrowing. Good job!
One of my favourites so far, you really captured the mood here as others have mentioned. I love the attention to detail you put into it with the different lights, the air bubbles escaping etc. Very memorable!
Pretty good work on music and mood. I happened to bug submarine out in one of the crevices so it didn't sink further though.
I really liked the mood. Gameplay may need some variation
This game has superb mood. The lighting, the sound, the creaking noises… I also really like the way the submarine slides along the steep edges if you bump into them.
I think it's a little too easy to "win", I had probably ⅔ of the purple meter when I hit the bottom, and I did hit a couple of mines.
@zhanna I definitely had a few issues with the random wall generation, but technically if you wait long enough, you'll run out of oxygen and you still 'win'.
The music fit really well, I was doing my best not to hit things just so I didn't disrupt the mood.
Great job! I love the mood that you set in this game. 48 hours isn't long enough to make a game :cry: but you managed to pull it off.
Keep up the good work
very moody game. much like.
Really great experience ! Although the gameplay is as simple as one can get, the music and atmosphere make for a very memorable experience. Also, congratulations for being able to put two distinct meanings of "Deeper" into the same game. Great job !
@vaanrile Simple was what I was going for from a gameplay perspective. For me this was about actually finishing a game and I at least pulled that off! I'm glad to hear the mood is resonating with people. It was definitely where I spent most of my efforts. Well, that and the random wall generator that hated me. :laughing:
Very atmospheric. But white dots around the submaine remove a bit from the initial impression.
Nice game. The music creates amaying atmosphere.
I really like the atmosphere.
The music and the darkness really build a cool and sad atmosphere. I think you managed to capture the "last journey" vibe you were going for.
Just to give some feedback, the submarine sprite seemed a bit crusty, many white pixels around the edges.
Congratulations on your first finished game!
In a way, the gameplay was really relaxing for me. The controls felt pretty good. I was a bit thrown of by the mines knocking you back up. The Ending is a bit sad, but a good ending.
Congrats on finishing your first game.
Awesome! Dark mood, going deep into the unknown. And the music, sounds, darkness and the lights makes it very special. The ending surely fits the overall atmosphere.
Great job, the audio portrays the lonely depth really well
Good use of the audio assets! At then I wish I was able to get to exactly 300 (miles? kilometers?), but I'll take 297 haha. Well done!
@raphiell I had a heck of a time trying to get the sandy bottom to actually spawn in the right place with the wall generator and didn't even realize until it was too late that the collider maxed you out at 297. Ah well. I'm glad you enjoyed it regardless. :smile:
Awesome soundtrack, well thought out game. :thumbsup:
An enjoyable contemplative experience.
Submarine headlights and the danger are nice details, definitely enhances the atmosphere.
Lighting up only one side is an interesting choice - it adds feeling of the unknown depth, but not able to direct the light feels a bit too restrictive. Maybe would have been nice to be able to rotate the light cone with up and down arrow keys, or maybe would have felt weird. I guess it is better to not risk sinking time into a feature that might not work out.
Anyway, well chosen music and pressure sounds, added a lot to the feel of the game.
Overall, really liked the invoked feeling of inevitability.
@nonumbersgames et al. Thanks for the feedback everyone! My one-page design doc had a bunch of things that would have been nice to add to augment the gameplay in one way or another, but I ended up focusing on the feeling of the experience. Some things that didn't make the cut include: rocks falling from above to dodge, a battery mechanic where moving/lighting would drain the battery, sonar pulse to make walls temporarily visible, using oxygen as a means to slow your descent with a burst, more random obstacles protruding from walls (sunken ships, etc.).. Alas, 48 hours is not a lot of time and so much didn't make the cut. :shrug: There are several other sub games that I've seen from this jam that did implement some of these sorts of features so it's been fun to see how they play out. Overall, this jam was a great experience and I'm super excited for the next one!
A really great game (so I don't say that because I won lol). The atmosphere is excellent !!! Well done, it's great.