C - O - I - I - L by Ace17
A dark underwater 3D labyrinth. Find your way out, and don't get claustrophobic.
THERE IS AN EXIT!

The colored twirly forcefields can be disabled using the matching 'X' switches.
Keys: - WASD + mouse : swim around (6-DOF) - space : use 'X' switches. - shift: swim faster.
Used tools: - Git / Vim / GNU Make / GNU G++ / SDL2 / OpenGL - Blender / Gimp / Audacity - Access Virus TI Synthesizer / AKAI MPK mini - A glass of water, a straw, and a microphone.
Post delivery fix: syntax error in GLSL shader that prevented the game from running on some hardware.
Ratings
| Overall | 307th | 3.438⭐ | 26🧑⚖️ |
| Fun | 459th | 2.938⭐ | 26🧑⚖️ |
| Innovation | 392th | 3.104⭐ | 26🧑⚖️ |
| Theme | 410th | 3.354⭐ | 26🧑⚖️ |
| Graphics | 276th | 3.5⭐ | 26🧑⚖️ |
| Audio | 59th | 3.833⭐ | 26🧑⚖️ |
| Humor | 452th | 1.813⭐ | 18🧑⚖️ |
| Mood | 22th | 4.087⭐ | 25🧑⚖️ |
| Given | 24🗳️ | 20🗨️ |
Is there an exit in this game?
I did not expect this to be so unsettling when I first opened it up! Really impressive atmospheric work across the board, especially for compo! Excited to see where this ranks, I really enjoyed it :)
I did not expect this to be so unsettling when I first opened it up! Really impressive atmospheric work across the board, especially for compo! Excited to see where this ranks, I really enjoyed it :)
I gave up before I could complete it; I never could find the blue X cube and I never really figured out how the maze is laid out. I might come back to this though because I really want to finish it.
You did a great job with the atmosphere and mood! I can't believe those perfect underwater sounds were just you blowing bubbles into a glass! :smile: This game seemed really simple but I felt like it was somehow more engaging than it had any right to be. I guess that's because of the mood. Great job!
Well done !
Still, this game has really BIG mood. You feel lost, claustrophobic, and honestly kind of scared. It's dark in there. I was worried I was going to come across something real scary. in that respect this game is really good. I dig the vibes it gave me. Well done!
>Fatal: Can't create SDL window: Could not initialize OpenGL / GLES library
Perhaps there's some conflict from my own development environment / SDL setup on path?
I like the idea, but god damn this game needs a lot of patience to beat!
I guess being completely disoriented in a maze was intentional and not a byproduct of the game's level design
Things I liked about the game:
1. the atmosphere is most definitley spot on
2. Thank GOD for those green arrows in the tunnels! Without them, this game would be like searching for a needle in a haystack
3. Controls are not frustrating
4. No bugs encountered
Things I didn't like about the game:
1. Was getting disoriented and dizzy as there's a huge lack of a sense of direction
2. Flashlight batteries are more useful as bread crumbs than actual flashlight batteries. I found that leaving a couple of them was a good strategy to let myself know that I've been in an area before. I suggest replacing them with flares that you can drop to mark previously-visited locations instead
3. Escape button just quits the game immediately instead of pausing, which resulted in me exiting the game and losing some progress by accident (cuz I'm used to hitting Esc to pause). I suggest making a pause menu where the player is given the option to exit the app instead
Overall, this a good game, but sadly I imagine that not that many people will be compelled to stick long enough to beat it as it requires a lot of patience to figure out what's going on. So, I recommend that you redisign the gameplay loop to make it more interesting
Well done and looking forward to your next game (or update for this game)
Cheers
The disorientation part is totally on purpose (the motion sickness isn't) ... I can assure you that I had a hard time myself designing the maze. It turns out designing a 3D maze is a disorienting experience (you can't really use 2D maps, so you're stuck in subjective view) ... especially when there are 4 connected rotated instances of the same maze (spoilers, spoilers ... ).
@alpharock6 indeed, the up/down controls are a bit lacking. I didn't realize it until I tried playing with keyboard + touchpad (which I don't recommend!).
@codertrevor , @blood-jackal23 : indeed, making the escape key quit the game without confirmation isn't such a great idea. Especially when beating the game requires a lot of patience :D I'm fixing this for the next games.
@diego-escalante : I like your references ; The game Descent has always been a strong source of inspiration for me. It's nice to see that this old game is still getting some love!
@zebrainflames : are you running the GNU/Linux version? If so, what gives `ldd coiil.x86_64` ? This will show you the libraries the game will load when run. You should only see system libraries (e.g /usr/lib, but not /usr/local/lib). The most probable cause is a problem in your driver installation. Can you run `glxgears` ? What gives `glxinfo | head -n 100` ?
@justin-klinchuch : fun fact about those landmarks : at first I put them as design helpers ! I was wasting too much time getting lost in my own maze, so I had to put some objects. The green arrows, though, where added at the very end, to make the game less hard, and to make the "loop" more explicit.
@blood-jackal23 : thanks for the detailed feedback, this is very helpful. I added the flashing batteries in the last hour, but replaying the game after the compo, I find I was also using them as markers. The original idea was to add some sense of urgency, but I didn't have time to adjust the battery time properly ; and as I didn't want to have game-over mechanics anyway (people would already restart from the beginning too often by accidentally pressing escape :D) I had to keep at least some amount of ambient light. Your suggestion about using flares instead is very pertinent, as this might add a strategic side to the gameplay ; why didn't I think of it last week-end! I do also share your analysis about the game loop, which I also find a little bit shallow ; maybe some vague storytelling elements would do? Your comment about the onion ring made me laugh :D Yeah, I suppose the ending could be seen this way, kudos for reaching it !
Pair this with some more crazy puzzle mechanics and it will even enhance the emotional atmosphere of the game. You should really try to come up with one puzzle mechanic that will make your game crazy. Maybe you can have different rooms depending in which direction you are swimming into a room? Maybe do something with the colors? Maybe you can only always activate one color? Maybe think specifically for a suiting mechanic that works only under water. maybe there are some air bubbles and you have to inflate / deflater certain objects.
Maybe you can even think about making this more a horror game as well. The atmosphere is already there. If there would be something coming after me I would be terrified AF. Maybe you can enter / leave the water and you have to do it to progress the game, but something only comes after you inside the water.
Also I can see this game being paired beautifully with a mysterious story about some science research with water gone wrong. Or something ;)
Keep working, it's already nice
Here are my suggestions:
- Make the game less dark or just make the flashlight last for more than 5 seconds, it will make the game less confusing to play
- Make the rooms less repetitive so it will be easier to navigate
Other than that, it's an awesome game :D