tenthousandfireants 2026-10-20 00:50 ♥ 3
I ran out of oxygen a lot at the second stage. but tutorial and first stage I did alright!
Foon → Ludum Dare Explorer → LD60 → Subvivor
By deive_ex, felipedev, ueighti, doc400 and alansilvadev
🤖 The developer uploaded this game to itch.io, and declined to answer whether AI was used or not.
| Percentile | ||||||
|---|---|---|---|---|---|---|
| Category | Rank | Score | Count | LD60 | Ever | |
| Overall | 25 | |||||
| Fun | 25 | |||||
| Innovation | 25 | |||||
| Theme | 25 | |||||
| Graphics | 25 | |||||
| Audio | 24 | |||||
| Humor | 24 | |||||
| Mood | 25 | |||||
I ran out of oxygen a lot at the second stage. but tutorial and first stage I did alright!
finished 1 level
Cool gameplay! Finished level 3, and I'll try to find time to beat the game.
Really great and fun entry! It was annoying how many sounds and effects there were, made me wonder if I was doing something wrong.
The atmosphere and setting is amazing! Submarine golfing never felt more immersive! But tbg I could not finish the game. The O2 mechanic felt too unforgiving. I think I know why its there - so the player does not have unlimited tries at "rolling the push". But for me it was a bit too strict. It felt like choosing the wrong path spells doom because I could not recover from swimming into dead ends. Maybe lean more into the golf direction? Where the player has to beat a "par" score?
The best game of jam! love that one
I finished the 1st level and the idea was really cool!
The second level is a bit tricky with the oxygen...
That said, the concept is original so I really liked it!
Hard controlls to get used to at the start. If the red speed part was bigger i think it would help getting used to the movement. But lovely 2D art.
Reached level 7 and lost my way... The controls are understandably janky. You really caught the "under pressure, underwater" feel.
It was fun, good job!
Very tricky! I got as far as level 4. The balance is a little tough: it seems that if you collide at all, you're not going to have enough oxygen to make it to the end, so I feel that I have to manually restart whenever I collide. This makes the oxygen mechanic effectively nonexistent; I just have to bypass it. The limited field of view creates that submarine atmosphere... but at the same time, with all the dead ends in each level, it means I have little chance at beating a level in my first several tries, which can feel a little sad.
Not to say I didn't have fun, just my two — maybe twenty — cents.
@tenthousandfireants , @tosmaster , @labicorne , @caeonosphere
You can recharge oxygen pressing the arrow keys in the order displayed on the HUD.
This is mentioned on the itch.io page, at commands section and in the popup explaining the oxygen mechanic, at the first stage.
The atmorphere is really cool and fits the theme really well !The sound effects and music were also really good ! And I like the concept to have to stop the wheel at the right time, even if I collided in almost every wall haha ! Personnaly, I understood the oxygen recharge mechanism quickly and did not stress too much about the oxygen
The current implementation is not my cup of tea. For me it was a bit too frustrating, but the idea could be nice. Maybe there could be other actions the user could take to improve oxygen levels (CO2 scrubbing or some such) or to pluck leaks. This could increase the fun and make the game a bit more forgiving.
Pretty cool! I definitely like putting a twist on the ubiquitous "mini-putt" game. This had a nice look to it, and felt quite nice to coast around in the early levels. The later levels were a bit annoying for me - I didn't like the exploration being pretty trial and error, and would have preferred navigating a difficult path that I could see ahead of time. The mechanic to manually ping was interesting but unfortunately contributed to the problem of having poor visibility.
Initially I played quite cautiously and tried to carefully maneuver, but after a while it became clear that oxygen was infinite, and I could even recharge my oxygen while waiting for my sub to move around, so in the end I was pretty much always just launching around without a care, even in the vicinity of mines, because I knew I could easily get all my health back. Not a big deal, but it did affect the balance of the game for me.
I had a lot of fun with the first 5 minutes or so of this game though - very cohesive atmosphere, and it felt very "sub-like", and not at all like a golf game, so it was really cool to see the mechanic reused so successfully. Thanks for the submission!
Got to stage 7. Great concept and execution. I think the progression/pacing could be faster. I didn't like the levels where the change was just reversing the compass direction.
Nice game. Interesting idea to combine golf and submarine!
Fun concept, I really liked the movement being cut between angle and propulsion.
Concerning the oxygen, I'm not sure it added anything interesting. I feel lik the game would have been as fun without it.
Also, I think that having to find our way is a bit annoying as moving around is not that easy, maybe you could have focused on obstacles and timings more than exploration in your level design.
Atmosphere and graphics are very good!
Overall a nice entry :)
Cool concept! I liked the idea, but found it a bit difficult to navigate the submarine with it, and only finished the first level. You did really well on the visuals though and the game felt quite polished for a jam game overall. Great entry!
Look really good. The amount of oxygen was really tight though :D. Very good entry
Got me a little bit to grasp the idea of the compass but then it really feels like a complete and cohesive experience. Very well-fitting sound and music and SFX and the graphics are veeery cute. The gameplay itself, I don't know but something felt slightly off with that compass the entire time. Anyway, cheers to a cute entry!! 🍻
An interesting game design—feeling the coordination of different abilities while exploring the deep sea is quite enjoyable. The progressive level structure works well. However, the later exploration becomes a bit grueling; I couldn't get past level seven—the map is too large, and after ten minutes I still couldn't find the exit. It was overwhelming.