Untitled Ludum Dare 48 Project by Shaolin Dave
Just a placeholder, info will come during the jam
| Original URL | https://ldjam.com/events/ludum-dare/48/$233765 |
Just a placeholder, info will come during the jam
| Original URL | https://ldjam.com/events/ludum-dare/48/$233765 |
Also you get an extra point for the cables jiggle physics lol
When I got to the game over screen, I couldn't figure out how to restart or quit and had to alt-f4 out. On a subsequent play through I noticed I could esc to bring up the pause menu, but that didn't seem to work in the game over screen.
This game could be fun, but a little more polish on communicating how the mechanics work would go a long way. Great job!
@hideos - The non-responding treasure was actually intentional, because I wanted players to try to remember what they'd missed on previous dives, but in retrospect it wasn't a good decision. Unfortunately I realized this myself during playtesting mere hourse before the deadline. Oh well, something to remember for future jams.
@samarthmp5002 - Glad you like her. It was actually a rush job. I had a standin cylinder up until the last few hours and had to throw that together, she was originally suppose to be much more detailed (but still cute).
@edward-dassmesser - My goal is to make my games as self-explanatory as possible, I think a good game shouldn't need a wall of instructions, but in this case maybe I should have put in an in-game tutorial.
@microchasm - I wanted more surprises as you went deeper, finding new fish, skeletons, other divers, sunk ships... but I ran out of time. There are suppose to be more pickups, not sure why the RNG is making them as rare as they are. The scuba line is actually a long cloth with while blowing upwards, extra strong during ascending.
@devez - Yeah, I overestimated how intuitive it would be. Maybe even some in-game signs or alert text would have helped make things clearer. Something for me to consider next time.
@initialposition - Thanks. though I did spent too much time on those "rope" physics, I am very proud of them.
@fcvalise - He does. Look forward to ScubaMan Jr. in Ludum Dare 49! (Just kidding, that's almost definitely not going to happen).
@matif100 - Hopefully it becomes clear after a few playthroughs. I've been thinking I should have had some text pop up that says "OUT OF OXYGEN! RETURN TO SURFACE" so at least people would know why it was happening.
@gargantus - I appreciate the critical feedback, I find it to be the most helpful. Aside from what's already mentioned, anything in particular I could have done to improve it?
@leekanarchism - Glad you like it. Bashing the head was originally going to be a single-hit kill but I decided it was too challenging. Then the idea was that the player got stuck and would have to manuver around. I eventually decided on the short pause, then quickly turning off collision so the player passes through, and the effect turned out much better than I expected. I wish I had time to add in some particles and better sound to really give it personality.
@ethan-hammonds - I am a fan of Among Us, but this was actually not an intentional reference. I simply ran out of time and am not very good with Blender to begin with. I knew I wanted a yellow scuba suit with a red bow (Mrs. Pac Man reference), and threw that together quickly. I did think it looked like a crewmate as soon as it was done though. I fought the urge to spend a bit more time to add feet and a backpack, as time was running out.
@jason-wilson - Yes, informative UI tallying up the gold and showing how it increased oxygen was planned but in the end I had to cut it. Another thing I have to learn to allot time for in the future. The game over occurs if you hit too many rocks on the way up. The inability to restart a game was poor planning on my part, which is embarrassing as I've done it right so many times before.
@mockthebear - Glad you like it. It's a Mrs. Pac Man reference. Now I get to tag the game with "female protagonist" on itch.io!
@mech-alina - Hitting on the way up turned out to be much better than I thought it would be, one of the few parts of the game I'm really proud of. I can't remember if I finished but I intended to have it be 3 hits on a single time means game over, so health pickups wouldn't be necessary. I didn't have time for more visual feedback for that.
Thank you all for playing and for your feedback!
- No instructions at the start. If you are not making any tutorial, at least put the controls there. In your case it would just have been A and D or left and right, because no other button was doing anything for me.
- Simple controls. It's nice to have simple controls and not have tens of buttons to press, but simply going from left to right is just not a fun game mechanics. You could have spiced this up by allowing the player to dive down faster or slower by pressing up and down. Or add some moving stuff the player has to avoid.
- Slow gameplay. The diving speed and movement speed (left and right) was very slow and just not interesting to play. You should at least consider cranking up the left and right movement speed.
- Repetitive sections. I played until 200 m then the game got to repetitive for me because I had to go through all the sections again and again without anything to do, because I collected all of the coins already. You could either solve this by having multiple levels or auto-generated levels (not sure if yours are auto-generated), but it would have been fun to have new coins to collect or start at a deeper checkpoint.
- I'm ok with having easy graphics, but you should try to make your scene look more interesting by throwing some assets in the background (fish), adding some particle effects (bubbles) and maybe some post-processing. Nothing crazy, but all these small things pay off big in the end.
- Playtesting. I'm not sure if anybody else than yourself playtested your game. If yes, then your testers are not honest. If not, then try to get some (honest) friends together and let them help make your game more fun (before the deadline).
Again, sorry for being so harsh with your game, but I hope my feedback helps you improve this game or your future games.
Have a nice day.
PS: My cat was enjoying your game quite a bit due to the nice contrast of the character against the background :laughing:
@leganiereinahpets - Inability to restart was poor planning and time constraints. As for a way to go faster, I planned on having an "iron boots" upgrade that would make you sink faster, but ascend slower. Then I loved the fast ascending too much and thought maybe it'd work one way, or that you'd lose the boots after one turn. I ran out of time anyway.
@toasteater - I wanted the Mrs. Pac Man reference, and thought it might be a unique title (sometimes I wind up with similar-or-exactly same named games in the jam
@clemonades - While I had to rush Mrs. Scuba's design, I think I got the intended derpiness. With even a couple more hours I would have added small animations to give her more personality.
@gamesplusjames - Thank you, feel free to criticize anything you didn't like though.
@fadex - I has hoping the goals would be intuitive and the game would self-teach, but I think I missed that mark.
Descent mechanics aren't very good either since you'll almost always get stopped in your tracks by the platforms/obstacles, some mechanism to make movement more agile would complement making the obstacles themselves more interesting and varied than a mere annoyance you have to go through every time you touch one. You know, make a risk reward dynamic for getting gold vs. losing life, oxygen or something of the sort.
On the plus side, I like the presentation and minimalistic graphics, and I thought the game over screen was a bit funny. Jams are very time constrained and we shouldn't expect masterpieces everytime (my game suffers from a lot of easily fixed issues too because of the 3 day limit), so don't beat yourself too much over it.
I think the same mechanics could benefit from two things:
1. Way more treasure. If there were about 8 different treasures in one screen, it would have been more fun to traverse the same areas again and again. Also more rewarding.
2. Shorter loops. Diving down is slow, and can be repetative given the same empty area again and again. Going all the way up without control was also a bit boring. Speeding things up or giving the player the ability to change speed could help.
Oh, and this is not a huge thing, but I liked the little red knot on Mrs. Scubaman, sometimes an unique but unexpected detail is sufficient to add a touch of cute and humour.