Foon → Ludum Dare Explorer → LD60 → Subaquatic Demise

Subaquatic Demise

By ajisboss and jusaperson

🤖 The developer uploaded this game to itch.io, and declined to answer whether AI was used or not.

Percentile
CategoryRankScoreCountLD60Ever
Overall14
Fun14
Innovation14
Theme14
Graphics14
Humor13
Mood14

Comments

fortythird 2026-10-20 12:22 ♥ 1

Really hard to make successful shot, but it has potential to become much more dynamic. Love radar mechanics. Also, it will be cool to have more impact and feedback when make or get the shot

mackain 2026-10-20 18:07 ♥ 1

took me a sec to get it but really cool!

kedikat 2026-10-20 19:03 ♥ 1

Cool concept, reminds me of Barotrauma! A tutorial and more visual/auditory details and feedback would turn this into a hit!

purpledeni 2026-10-20 19:32 ♥ 1

Really difficult to figure out game, I would have been stumped if I didn't read the page first.

acartlidge 2026-10-21 01:54 ♥ 0

I laughed early on when i clicked on my little dude and instantly died, I thought it was because I clicked on him. I think a small thing that would help people grasp it would just be starting on the sonar screen since thats more important. Cool idea, super stressful tho!

fireslash 2026-10-21 04:53 ♥ 0

I'm... not sure how to succeed here. I left the guy in the weapons room while checking sonar. Suddenly I see "weapons offline", check, and they're being repaired, but as soon as I flip back to sonar there's already a red torpedo seconds away and weapons can't plausibly be fixed in time. Feels like I"m missing a mechanic.

Missiles also seem to appear really close, to the point that I'm not sure how to defend them without constantly eyeing the sonar and just peeking at systems every so often for a second to check if you need to move the crewmember.

There's clearly something here but I think a tutorial would have gone a long way towards explaining the mechanics. I get that it's not always possible to build on in time for the Jam though.

Either way, it seems to do what it says on the tin, and I did have decently lived runs that felt hectic in a good way. Nice work!

nursultan 2026-10-21 15:27 ♥ 0

Really intense and fun submarine sim! Multitasking between watching the sonar for torpedoes and sending your lone crewmate to patch up failing systems creates such awesome, frantic tension. The claustrophobic vintage sub atmosphere fits the Old Tech theme so well. Left full ratings across the board! If you have a minute later to check out more jam projects, we’d love if you took a look at our game Meow Bomb as well. Best of luck with the jam!

ajisboss 2026-10-21 22:24 ♥ 0

We must have forgotten to put that you can use WASD to move the ship if engines are online. Thanks for pointing that out @fireslash! We didn't have enough time to add a tutorial unfortunately.

letmefree 2026-10-22 02:37 ♥ 0

Neat game! I can see the potential of the gameplay loop, it's pretty fun needing to swap between views and quickly getting your lil guy to fix stuff. The near misses really did make my heart pound. In terms of criticism, like others said, controls were a bit hard to figure out at first, but afterwards smooth sailing. Overall, great job!

trusty 2026-10-22 22:28 ♥ 0

Nice little game loop, would be cool with some upgrades. Agree figuring it out took a bit, but once I got it it was fun. Thanks for the game.

jahuth 2026-10-23 07:46 ♥ 1

It's like a mini hardcore FTL under water! The difficulty adds to the claustrophobic, helpless feeling I would have if I would actually be in that situation. Dying the first few times without knowing what's going on is pretty funny when you then realize what you were actually supposed to do. But I think it would still be useful (and in theme) to have a ping sound for every sonar return so we know that something is going on. But after a few tries, I did it!

Screenshot From 2026-10-23 09-31-11.png

Pressing W continuously makes the game massively easier since that already avoids a lot of the torpedoes that come from the side. If the other submarines were actually crewed by qualified pilots, they would anticipate our motion and send the torpedo a bit in front of our vector ;) Adding homing torpedoes could be neat, they can add to the challenge! And on the other side of the movement spectrum, underwater mines that don't move at all on their own will make it more difficult to move blindly.

And another idea might be instead of having W translate directly into forward motion, there could be a throttle control that you can adjust for faster/slower/backwards with W and S. It would make it a bit more realistic for the theme, and it would also make the "press W" strategy feel less like a cheat.

I really enjoyed this! ❤️