DIVE by Lars Faust
DIVE is a game about a submarine, a yellow submarine, which dives around in the ocean. Doing that it meets all sorts of interesting fish.
It's mission is to pick up cute little yellow fish and at the same time shoot dark evil fish with its built in lasers. Each picked up or shot fish gives points. The lower down you go, the more points you get. Avoid touching the dark fish, or else you will die.
You also should not fall off the sides of the water-planes.
CONTROLS:
Movement - Arrow Keys or WASD
Shoot - Space
Switch to upper layer - Right Shift or Q
Switch to lower layer - Right CTRL or E
Enjoy. Post your highscore in the comments!
It's mission is to pick up cute little yellow fish and at the same time shoot dark evil fish with its built in lasers. Each picked up or shot fish gives points. The lower down you go, the more points you get. Avoid touching the dark fish, or else you will die.
You also should not fall off the sides of the water-planes.
CONTROLS:
Movement - Arrow Keys or WASD
Shoot - Space
Switch to upper layer - Right Shift or Q
Switch to lower layer - Right CTRL or E
Enjoy. Post your highscore in the comments!
Ratings
| Coolness | 100% | 1 |
| Overall | 3.33 | 398 |
| Audio | 2.93 | 447 |
| Fun | 2.70 | 843 |
| Graphics | 4.18 | 76 |
| Humor | 2.05 | 830 |
| Innovation | 3.43 | 309 |
| Mood | 3.07 | 474 |
| Theme | 3.53 | 324 |
I guess you can make it bigger by going Fullscreen in the Web-Player (right-click) or downloading the standalone. I presonally thought the size was fine for these kind of low-poly models.
I had a few issues:
The menus before and after the game are incredibly sluggish, which makes the game a bit more frustrating than challenging. It's a pain to have to spend 10-15 seconds paging through screens just to try again. It's quicker to refresh the page than it is to wait for the end game screen to move on.
If you run rings around the enemies a few times they bunch in the middle, and stay there when you've left the layer. It makes it trivial to get fish once you've done that. If I had to suggest a fix, maybe just making them roam randomly when you're not in the layer would solve the problem?
The enemies all seem like they have the same mechanic but at differing speeds. I might be missing something, but it makes having more than 2 layers kind of moot, since you could just flip between the two. Having different enemy mechanics for each layer would make it a lot more tactical, I think.
Anyway, great entry! You gave a detailed comment for my game so I wanted to do the same. Nice job!
Yeah, Slashee the Cow said it as well, the menus last too long. I agree, i shouldve just programmed a shortcut that skips the whole instructions and title screen when restarting.
As for the enemy-AI:
It is indeed very simple and running circles around enemies is just one way of outsmarting them. Another is to already align yourself properly on another layer, then drop down/up and just shoot everyone without any problems. However, i did not want to make the enemies frustrating by giving them the ability to shoot back or make them move too quickly. They are also usually, at least in my experience, dead before they really mass up in the middle. When you then switch to another layer they respawn completely randomly.
The differences between the dark fish are simply:
1: Low HP, normal speed, gives 1 point.
2. Very low HP, fast speed, gives 2 points.
3. High HP, slightly faster speed, gives 3 points.
4. Tons of HP, normal speed, gives 4 points.
Knowing that, it is wisest to just change between layer 3 and 4, but if one would struggle beating these enemy types, he could also stick with the easier types up top. That at least was the thought behind it.
Thanks for the detailed comment.
Also game menus swapping takes ages! :)
I love the clean, estetic theme!
I tried falling on the edge, and I really liked how the submarine passed next to the score on the game over screen. So much attention to details!
Good job and nice graphics!
I could use a zoom-in button, but it's lovely-looking!
I needed the controls to be less punishing, but that may just be me
I also think you should probably add a counter and a health meter, just so that we know what our score is. I didn't even realize shooting the dark fish gave you points so much as it just kept you safe. Until I read that, I didn't understand why anyone would venture to the lower levels and not just swap between one and two.
Also you should probably let people know that you can't switch until you empty a layer. I thought that was going to be a tactic and I got killed for trying to jump down when I was in danger.
Overall a nice original game. Thanks for sharing! And thanks for playing my game and commenting. :)
You can switch before emptying out a layer, there is just a 6 seconds block after switching, so the player cant just quickly switch two times in a row skipping a whole layer.
And thanks for all the other comments so far as well.
My only (minor) criticism is I wasn't completely sure how much damage I could take, but that's trivial to implement and, 48 hour jam, not everything can make it in, so it doesn't detract from a great entry.
Nice one.
It's an interesting game, I haven't seen too many that use a "3D Chess" sort of play field. I'd like if the objects were a bit larger so I could see them more easily. Also, I read in the instructions that you shouldn't fall off the side, but when I did it, it didn't really communicate to me that I was doing something wrong. This should be made more obvious.
Overall very good.