Enceladus Explorer by Faulkin
Explore the ocean under the ice of Enceladus.
Used W,S,A,D to move and the mouse to look around with the spotlight.
Collect biological samples (stuff that glows blue) using left mouse of left ctrl, then return them here to score points.
The power in the probe will slowly run down. It can be recharged by moving close to the ice where the light comes through.
If the power runs out it's game over!

Tools - Game Engine: Unity3D 5.6 - 3D assets: Blender - 2D assets: Photoshop +NDo for making a couple of normal maps - Sound: Audacity +Bfxr
Timelapse: https://youtu.be/iCY5TEuyGm8
Ratings
| Given | 17🗳️ | 7🗨️ |
First off, I love the design of the probe and the way it moves is very natural. The atmosphere was great, completely selling the empty ocean.
Design wise i have some critiques though.
First off I like that you've added the tiny specks of light (algae?) you can collect for energy and to extend your stay down there. However after some time they become very scarce, stopping you from exploring.
Second: even though tne environment is really nice and sells the idea of being in underwater ice caves very well, the distinction between cave walls, ceiling and bottom needs to be much clearer, otherwise is extremely easy to miss the passages to other areas.
Third: this games' strongest feeling is exploration. I wanted to see more, i wanted to find the fish or worm that I know you had to put in there somewhere (if you didn't then come on. A game about exploring an existing alien world and NOT have it some kind of animal? How could you miss an opportunity like this?)
However, despite that, the game pushes you to return to the surface to deliver your cargo. The light spots were a nice exception to that rule, encouraging me to explore more, but after a while they ran out so I had to return.
All in all, really loved it, but could have gone one step further.
I agree with everything you say. I had plans for a lot of these things, but ran out of time to get it all done.
Unfortunately the fish was a casualty of the time kraken and never made it in, but I have a model ready to go.
I also get what you're saying about disorientation and missing passages (I designed the level and even I get lost lol!) I think maybe it needs a minimap that fills out as you explore.
Maybe I'll try to work on finishing a few thing off and releasing a more completed version when I have time.
It was fun to go down as far as I pssibly go (ran into 2 or 3 dead ends), But it was more fun going from bottom back to the top. I left behind some green orbs to help me return home!
Yeah, the cave is made out of modular sections. I'm guessing the performance issues on higher quality settings are probably due to the full screen bloom effect on the camera, or possibly the 2k textures I used for the environment.
Cheers!
I missed more shadows and more water-like look and feel of the game (the lower you are the less light there should be), maybe even volumetric light effects - that would be very cool. The controls are good, although the terrain seems quite boring (at least from texture point of view, yet it is a jam game). This could really use something like Tiled resources (Sparse Virtual Texture ... aka Megatextures).
I couldn't read tutorial fast enough, the vessel stars going down immediately - I'd suggest moving the text down with vessel and let it disappear after 15, 20 seconds.
Does the game have an ending? I thought it is lacking some, but maybe that is because I didn't pick up everything.
Loved the little touches, but I thing some particles or effect coming from the turbines would give a better movement feedback. And some sort of "deep meter" would help to know how deep we are.
Good Job.
@zgragselus - Thanks for the feedback. Yeah, I'd like to add some more water effects and more variety to the textures. I was planning to create a custom blend shader that would add a sediment texture where the normals are pointing up, and maybe some different rock layers based on world space depth.
I'm not sure how the counter could break, did you realise that you have to return the samples to the starting area to score points? I'm sorry the tutorial texts moves out of screen too quickly, I literally threw it into the game at the last minute.
There isn't an end game atm. I'm not sure what it could be, maybe I could add some special samples you have to hunt down to complete the game (fish or something?)
@crass-sandwich - Thanks for the feedback, I totally agree, even I get lost! It really needs something like a minimap or maybe a compass to guide you back.
@sir-daniev - Thanks for the feedback. Yeah, it would be pretty easy to add some particle effects for the turbine and it would really help to sell the movement. I'd also like to add some layers of marine snow and maybe some sediment to kick up when you move close to a surface. A depth gauge would be a nice touch too, I'd not thought of it.
@futil - Thanks for the feedback. I probably spent too much time getting the robot movement right, but I'm pretty pleased with the way it turned out, and it's given me some ideas for another game I'm planning. Yeah, I had plans to add a bit more life to the caves but didn't have time in the end.
@davideperozzi - Thanks, I'm glad you liked it! :)
Kinda reminds me of "Made in Abyss", an anime I am currently watching.
I personally like the underwater artifact searching concept.
The theme resonates very well with the game concept and the "running ot of power" feeling was well conveyed.
The graphics are awesome!
Had quite some fun playing that
Good job!
__ + __ Environment
__ + __ Sounds
** What imo could be improved **
__ - __ Intro text that fly away before you can read it
__ - __ Soooo long to move down then up again with little to do while travelling
__ - __ Graphics are detailed but did felt very consistent
** Overall **
I didn't get a lot of fun with your game, but I appreciated the hard work on realization, graphics, ambiant and sound. Now that you are good at modeling and setting a mood, I'd suggest to get deeper into game design =) Good work anyway, thanks for the game !
@lythom - Thanks for the feedback! I agree with everything you say, next time I want to focus more on gameplay and fun. :)