Relic Diver by tyranosaw
Relic Divers is an underwater exploration adventure! Roam around and discover relics from beneath the ocean. But beware, you have limited oxygen and there are sharks everywhere. How much money can you earn?
Controls: - "WASD" - Move - "Shift" - Boost - "Left Click" - Shoot Harpoon
This game was created in 72 hours for the Ludum Dare game jam competition. The theme of the jam was "The more you have, the worse it is". This is our third time participating as a group. Even though we ran into availability issues, we still managed to push out a game with enough positive attitude.
Tools Used: - Unity 2017 - Piskel - Photoshop - FL Studio 12 - BFXR
People Involved:
- Tyranosaw - Programmer (https://twitter.com/Tyranosaw)
- Zuezazon - Artist (https://twitter.com/Zuezazon)
- Fynzyme - Composer (https://soundcloud.com/sodagen)
| Windows | https://tyranosaw.itch.io/relic-diver |
| macOS | https://tyranosaw.itch.io/relic-diver |
| Linux | https://tyranosaw.itch.io/relic-diver |
| Original URL | https://ldjam.com/events/ludum-dare/40/relic-diver |
Ratings
| Overall | 256th | 3.761⭐ | 25🧑⚖️ |
| Fun | 433th | 3.457⭐ | 25🧑⚖️ |
| Innovation | 379th | 3.391⭐ | 25🧑⚖️ |
| Theme | 253th | 3.848⭐ | 25🧑⚖️ |
| Graphics | 219th | 4.104⭐ | 26🧑⚖️ |
| Audio | 70th | 4⭐ | 25🧑⚖️ |
| Humor | 635th | 2.795⭐ | 24🧑⚖️ |
| Mood | 112th | 3.935⭐ | 25🧑⚖️ |
| Given | 25🗳️ | 11🗨️ |
The graphics are very pleasant. The music is also very "underwater" feeling, which adds to the atmosphere. Those sharks really kill that oxygen meter, even with one hit!
The gameplay did get a bit repetitive, killing the sharks was fun, but it did take a lot of time going
up and down. Some rewards for progressing would have helped, like being able to buy upgrades so we could move faster and stay down longer, maybe increase the range of the harpoon and weight capacity. It'd also be nice to track the amount of relics gathered, or money earned.
Gameplay wise, it's also a marvel. The harpoon, both working as a tool and weapon, is accurate, easy to use, intuitive and gratifying. Everything from the interface and mechanics work fantastically and nothing is intrusive at all.
If I could recommend something for it, it'd be to add some sort of depth meter, to give the player further aid about how deep they are. There's something to be said about not having it to increase the tension of the game, so maybe it could come with a drawback, like added weight to the ship? Well, that's just an idea. You're the designers.
That's all I've got for now. Great submission! [In behalf of my team](twitter.com/whalesandgames), congratulations on such a fantastic experience. Cheers! :whale:
nice game! You payed a lot of attention to small details, like the air bubbles or the different type of enemies. The gameplay is intuitive (i did not need the tutorial) and the controls feel direct. The harpoon is good to use and works even with a touchpad. Also the "slowing down" effect when carrying too much is well balanced. Good job there.
One thing you could improve on is the homogenity of the graphics. while the pixelart is really nice, it sort of set me off, that the submarine has a black outline, while all other graphics did not.
Soundeffects and music are great and add to the mood.
I'd say this is a good base for a game. If you add some goals for the player and maybe depth meter as other people suggested, maybe some upgrades for the submarine it could become a good finished game.
By the way graphics and music are quite pleasing. Good job!
Overall great game! Keep up the good work!
* Graphics are good for a game jam
* auto was reasonable
* had a small bug in the status on the upper left
* status should have a gauge for Oxygen not just an indicator for low - really hard to tell if/when you might have an issue.
I would make the boost mode default and have a slow mode if it's even necessary, rather than making people hold shift for no reason. If you imagine this was a larger title and someone was playing on a controller, people would get RSI from holding L2/R2 for so long.
Harpoon mechanic is really cool. Oxygen tanks don't give enough oxygen, but also I hate oxygen as a mechanic because it stops me from exploring. Maybe doesn't need removing completely, but I'd make it much slower and make the combat more meaningful instead. Combat was pretty decent though. I wish I'd seen the end, but it was just such a slog to collect everything that I couldn't realistically seeing me going back and forth and back and forth a million times to get there. I'm not even sure I would be able to reach the furthest point without drowning.
Nice job anyway, looks good, plays well.