Submersible by kleinzach

[raw]
made by kleinzach for LD 38 (COMPO)

Explore a submerged cave system from within a small enclosed submarine. WASD to look around the submarine. Click on buttons with the mouse to interact with them (Controls are shown in the first of the pictures below). Hold Esc to quit the game.

I'm mainly experimenting with a couple of things this jam:

First is procedural generation of levels to create a large amount of visual variety with a small number of assets. I'm a programmer, so I want to use that skill set to develop the look of my game. On top of that I'm going with 3D because I feel like simple art goes much farther in 3D rather then 2D, at least for me.

Second is making something that could potentially work with VR (Though I haven't ported it to any headset yet).

Third I didn't want to rely on any combat mechanics. Instead I wanted to focus on the environment of the game and light exploration. The game doesn't have any action, or score or anything of that nature as I feel that I too often make the same kind of "Arcadey" thing every jam.

Lastly, I'm going for a design style where I get the framework for the game in very quickly, and leave myself the majority of the time adding in polish. A simple framework with lots of flexibility means that I will have something by the end of the jam no matter what, and I can have something playable at any stage of the process.

I hope you all enjoy the game!

(PS. I Can't guarantee that the game will run well on most PCs. I only have mine to test it on, and it does a lot of rendering. If it turns out to run slow on a good number of machines, I can put out a post-compo version which culls some of details to make it run a little better. I would tie that in with the Unity quality settings, but I only thought of that later.)

Links:

Download (Windows)

Can someone let me know if the Linux and OSX builds work? I have no way to test them.

Download (Linux)

Download (OS X)

Source Code (Unity Assets Folder)

Submersible1.PNG

Submersible2.PNG

Submersible3.PNG

Ratings

Overall 129th 3.69⭐ 31🧑‍⚖️
Fun 329th 3.034⭐ 31🧑‍⚖️
Innovation 99th 3.655⭐ 31🧑‍⚖️
Theme 300th 3.31⭐ 31🧑‍⚖️
Graphics 122th 3.862⭐ 31🧑‍⚖️
Humor 419th 1.905⭐ 23🧑‍⚖️
Mood 27th 4.069⭐ 31🧑‍⚖️
Given 40🗳️ 41🗨️

Feedback

Daniel Alhadeff
29. Apr 2017 · 23:06 UTC
This was the first LD game I tried. I spend I few minutes exploring and admiring the graphics. Personally I wish the game also had keyboard controls to make navigating easier.
jasperarmstrong
02. May 2017 · 00:19 UTC
I like this game. I could imagine it being good in vr too. The controls felt surprisingly good considering it was just clicking on buttons with the mouse. I personally would have preferred there to be some sort of goal or purpose, but I totally understand wanting it to be more about just the exploration.
szczebel1995
02. May 2017 · 07:29 UTC
Very interesting take on the theme :D, nice graphics, controls are fine but after some time hand is hurting because of constant clicking, other than that I like it, lack of background audio make it even better because then you really feel like you are in the depths :D. great job!
Turbo Hermit
02. May 2017 · 11:37 UTC
Great atmosphere!
Grim
02. May 2017 · 12:27 UTC
wow this game is pretty amazing! very spooky in some sections, the controls are surprisingly easy to operate! :ok_hand:
Scornz
02. May 2017 · 12:32 UTC
Great mood (definitely 5/5), and the simple art was amazing, I always love low-poly. The game ran absolutely find on "Simple" settings on a integrated gpu, so I think you are good with the performance. I really would've like to have been able to control the submarine either entirely with the keyboard or able to hold the buttons down with the mouse (I had to repetitively press them to speed up/down the submarine or to float up/down). Awesome game, love it!
Baby Dino Herd
03. May 2017 · 01:48 UTC
I really, really like the atmosphere here. I'd say the procedural generation was a huge success; I think it really worked in obtaining a nice detailed world (small clipping issues aside). I wasn't able to get past the second level, though. Are the levels procedurally generated every time?
aaranos
03. May 2017 · 02:50 UTC
Not going to lie, I probably went through like 30 levels before wondering if there was an end or perhaps I am endlessly trapped in this beautiful underwater cave.

Well done on this. If you added some kind of focus to the game it could EASILY be a top greenlight game on Steam. I'm amazed that you got this done in 48 hours. I went in thinking cool another Jam submission by a team. Then once I actually read it's just one person and with 24 hours less haha.

First game I've wanted to view the source code from so far. I hope to learn some stuff from your entry.
kantieno
03. May 2017 · 05:44 UTC
I really enjoyed this project! The atmosphere was wonderful I would love to see more of this. This is one of those projects that makes me really glad that ludum dare exists because I love looking at the source code for projects like this just to see how people decide to implement different features.

I enjoyed the controls, I don't think it would work as well with standard WASD controls, maybe they could be revised further but this manual form of movement is really nice!

I hope you do work on this more and hopefully do get VR working because this atmospheric type games are my favorite for VR. Good job with this and good luck!
cremmy
03. May 2017 · 08:09 UTC
This game feels like some kind of train simulator, mostly due to steering. I think it would be even more climatic if you changed some buttons to levers, allowed to look around whole submarine and made it feel more claustrophobic, just like real ones (at least i think that's how they should feel). Some ambient sounds would be nice, engine, water flowing around and so on.
Graphics is not on Crysis levels, but it looks nice. As I said before, ship doesn't really give you feeling like you're in submarine.
If you continue your work, then this game can become something really nice.
MrChippy
03. May 2017 · 12:02 UTC
You did an amazing job on mood. The game was also very nice looking. Especially the fish, they were really cute. You did a great job on making an immersive atmosphere. The only complaint I have is that clicking over and over again on the buttons gets a little annoying and it might be better if you made it so that you could hold the buttons. I agree with everyone who says that this has potentiate to become a really good game.
Banana Man
04. May 2017 · 02:20 UTC
Nice job using the buttons as the controls for the submarine I think that was a great addition and different from the typical 'WASD' controls. Physics for the water seemed there for the most part.
mikea
04. May 2017 · 23:11 UTC
I like how you managed to create mood inside the cave.
AdroitConceptions
06. May 2017 · 01:13 UTC
can you do a Linux & Mac exports? (& try a WebGL version) so us non-Windows users can try your game?
🎤 kleinzach
06. May 2017 · 04:25 UTC
@jason-kennedy I posted an OS X and a Linux build, though I've never done that before, so I may have done it wrong. If anyone tries it could they let me know if it worked?
tyranosaw
06. May 2017 · 05:07 UTC
First off, this game has serious potential. Even though you did do this for experimenting purposes, it has been done very well. Give this game a goal, a win state and a lose state. Not sure what that would be but if your able to pull it off, i can already imagine it to be awesome. Congratulations on the game, can't wait for the evolution!
Somnium
06. May 2017 · 06:39 UTC
I love the concept of this game!

It was quite an immersive experience - the extra layer of sitting in a sub, and having to navigate though button presses worked really well. From a UX perspective, as have been mentioned by others, I think that the controls would feel a bit smoother, if the buttons could be "held down", instead of having to click them rapidly.

The procedural generation created sufficient variety so that the exploration did not feel boring, although few extra variants of fauna would be nice. Can the path to the exit of a level become obstructed? In my first playthrough, i did not find the exit, and it was not until I read through the other comments, that I realized that the game had multiple levels, and when I tried again, I found the exits just fine. Although it is entirely possible that I just got lost the first time.

The sounds fitted well together with the rest of the simulation - in particular, using the engine noise as a substitute for a speed gauge.

I'd say that your experiments were successful!

>Just me and my sub.
>Exploring the pretty caves.
>Alas! No Nessie
Smiling Cat Entertainment
06. May 2017 · 12:24 UTC
This is a nice, chill little exploration simulator. I enjoyed figuring out what the buttons did. The graphics and lighting were really good and contributed to the mood, and the generated environment felt more than varied enough for a LD entry. Great job!
nekoballs
06. May 2017 · 20:39 UTC
Oh I like this one! Great mood and atmosphere!
tobico
07. May 2017 · 03:29 UTC
I really enjoyed exploring the sea, and got a strong feeling of being in a submarine, looking forward to seeing this in VR! I loved the multicolored coral on the seabed, I think this would be great with a bloom effect added to really make it shine in the spotlight.
Porcus_Pie
07. May 2017 · 05:30 UTC
This was a lot of fun, and was so satisfying when you finally mastered the controls. I would find myself speeding around corners just to see if I can, however the game was equally just as fun exploring. The atmosphere and the quietness of the situation allowed it to be rather relaxing yet eerie, and was a really fun experience. I did find after a while however that it did get slightly repetitive near the end, as challenges weren't thrown in very often and it just felt like nothing was happening. Despite that however I really enjoyed the experience, great work
RockhopperGames
08. May 2017 · 14:06 UTC
I really enjoy this type of game, so thumbs up from me! For something made in 48 hours, this is pretty great! Perhaps the one addition I'd recommend (that hasn't been covered by other people) is some menacing metal creaking, and terrifying scraping noises when you crunch against a stalagmite!
davidthelazar
08. May 2017 · 14:36 UTC
You did a great job nailing the creepy atmosphere of being underwater. It was fun to explore around and just feel mildly creeped out.

The controls felt a little unintuitive; I repeatedly forgot I had to click-click-click them and expected holding them down to work.

It would be cool to have some rare, larger weirdos out there to discover to add to the feeling that there just might be something out there beyond the shadow of what I can see.

Very cool game. Unique take on the theme.
jishenaz
14. May 2017 · 00:59 UTC
I liked the exploration aspect while still having a goal (reach the compass' target). While I was playing, I imagine the music ["Submerged" by Autumn Continent](http://www.betweeninterval.com/autumn-continent) playing; seems fitting to me.

The controls were very interesting. They take getting use to, but after that, it's not that hard to navigate.

Graphics and lighting were nice, but I think adding very simple textures would make it look much better. By "simple" I mean something not highly detailed or colorful. Using grayscale textures can allow the meshes to keep their colors as is in the game (my textures in Caelium Alpha were not grayscale because I was too lazy :p).