The Deepest Darkest Trench by trueyomic
Right now the HTML build is running slowly IN FIREFOX so I recommend playing it in Chrome or use the Windows/Mac/Linux version. You can consider playing it in Firefox easymode since everything runs about half speed.
The controls for this game are the arrow keys (UP, DOWN, LEFT, RIGHT).
The object of the game is to get to the very bottom of the map while avoid spikes and urchins. Along the way you can pick up pearls and starfish which act as keys for their respective doors.
Known bugs:
* Urchins can go through doors
* HTML version still has some performance issues in Firefox, but not in Chrome. You can consider playing in Firefox easymode for now since everything runs about half speed.
If I had more time I would have:
* If I knew how to use any music programs I would have created a soundtrack; one for exploring and one for the boss. Possibly also the end of the game.
* Animated more things
* Shaded more things
Addressing common issues people had with the game:
* I can see how the collision is unforgiving. If I was allow more time, I would shrink it a little(maybe 1/4 the current rect); but it's still beatable. I did it with faster urchins than are in the live version!
Let me know in the comments if you found the secret ending ;)(without extracting the files).
Hope you enjoy! Let me know if you have any questions, and I will try to answer them/remedy any issues ASAP!
The controls for this game are the arrow keys (UP, DOWN, LEFT, RIGHT).
The object of the game is to get to the very bottom of the map while avoid spikes and urchins. Along the way you can pick up pearls and starfish which act as keys for their respective doors.
Known bugs:
* Urchins can go through doors
* HTML version still has some performance issues in Firefox, but not in Chrome. You can consider playing in Firefox easymode for now since everything runs about half speed.
If I had more time I would have:
* If I knew how to use any music programs I would have created a soundtrack; one for exploring and one for the boss. Possibly also the end of the game.
* Animated more things
* Shaded more things
Addressing common issues people had with the game:
* I can see how the collision is unforgiving. If I was allow more time, I would shrink it a little(maybe 1/4 the current rect); but it's still beatable. I did it with faster urchins than are in the live version!
Let me know in the comments if you found the secret ending ;)(without extracting the files).
Hope you enjoy! Let me know if you have any questions, and I will try to answer them/remedy any issues ASAP!
Ratings
| Coolness | 100% | 1 |
| Overall | 2.98 | 745 |
| Audio | 2.17 | 843 |
| Fun | 2.69 | 845 |
| Graphics | 2.93 | 706 |
| Humor | 2.45 | 542 |
| Innovation | 2.17 | 1145 |
| Mood | 2.60 | 899 |
| Theme | 3.20 | 618 |
Beat the game. Nice, that there was a boss.
Only thing that saved me from frustration was the nice save-system on S and itempickup :)
Surprising amount of content (really liked the boss at the end, did not expect), wished there was a bit more variety (sea urchins got a little repetitive by the end.
This sleepy fish is a badass !
Great!
Oh! Also, thanks for commenting on my entry ;)
Also, the controls felt a bit imprecise for some of the things you're asked to do. The collision detection doesn't help, but i think it's also due to the speed of the fish. If it had some slight inertia (not too much!), so it didn't jump straight from zero to full speed, it'd be easier to position the fish more accurately.
Bug: Horizontally moving spikes has a bright line flashing on the left hand side (web version in chromium)
Anyway, it was still enjoyable =). Thanks for the generous save spots =)
But well done! (also for supporting all those platforms)
Since I am not so young anymore I have not played very far because I like more forgiving games now.
It was quite a frustrating journey, as many have pointed out, because of the collisions. Also, the gameplay mechanics have been done over and over (except for the boss battle!)
Some comments about the level design:
-Designing levels with keys generally feels like lazy design, since it basically just makes you go through the same thing twice. Which brings me to the next point:
-Some places had the same challenges a couple of times in a row, (like several urchins in the same amount of space) which is also not very good level design. More variation, thank you!
-More kinds of enemies = more variation! I know it might be challenging to program more enemies, but it does a lot for making the game feel more alive.
But with that said, let me just say one more thing: BOSS BATTLE! That was awesome! I was so surprised at seeing that.
I am aware of the possibility to get stuck if you use keys outside of the area that you are in; I tried to minimize that; had I more time I would have made at least one more key to solve that or implemented metroidvania-like abilities like I'd have liked to in the original plans.
I'm also aware that you can carry one of the keys to the near end for use in a hidden area... ;)