Breachy Sub by UpsettiGames

[raw]
made by UpsettiGames for Ludum Dare 57 (COMPO)

A metroidvania where you play as a Submarine with broken ballasts.

Controls:

Play with Mouse & keyboard or Controller(Xbox prompts shown, but should work with other controllers)

Move - WASD/Left Stick

Dive - Space/A

Shoot - LMB/X

Grapple - RMB/RT

Tools: Unity 6, Aseprite, Paint.net, Audacity, SFXR

All Unity plug-ins used were from the unity registry and are publicly available.

Ratings

Overall 66th 3.75⭐ 24🧑‍⚖️
Fun 58th 3.674⭐ 25🧑‍⚖️
Innovation 74th 3.717⭐ 25🧑‍⚖️
Theme 140th 3.614⭐ 24🧑‍⚖️
Graphics 197th 3.196⭐ 25🧑‍⚖️
Audio 147th 3.25⭐ 24🧑‍⚖️
Humor 54th 3.457⭐ 25🧑‍⚖️
Mood 150th 3.391⭐ 25🧑‍⚖️
Given 28🗳️ 14🗨️

Feedback

JCMonkey
07. Apr 2025 · 01:59 UTC
so funny story. im watching a twitch streamer who was making a game just like this. and i told him and he had a bit of a chuckle!. overall was a fun game to play i made it to the 1t thing but kept dieing. guess im bad at this game :D
Michael Parrish
07. Apr 2025 · 02:06 UTC
This was a ton of fun! Bouncing around the slime was really satisfying, especially once you get that 16m weight. Really impressive level design for only 48 hours. Nice job!
Scott R Howell
07. Apr 2025 · 02:12 UTC
Unfortunately player would not load for me, using Chrome, would be interested to know if its just me, or if other people can play on other browsers?
🎤 UpsettiGames
07. Apr 2025 · 02:21 UTC
I've added an itch.io version as a backup for the LD version.
mgear
07. Apr 2025 · 17:11 UTC
solid game idea!
TasakaSama
07. Apr 2025 · 17:24 UTC
The feeling is very cool, but it is really too hard for me, I really have trouble with the bounce to arrive where I want ^^
Yanzhi
07. Apr 2025 · 17:39 UTC
love love the flappy submarine, the gameplay is really fun, though it did take a bit of time for me to get used to the controls
qhboiboi
07. Apr 2025 · 17:42 UTC
the animation of the submarine is so goofy i love it, the explosions are also incredibly fun to use
thisyc
08. Apr 2025 · 09:17 UTC
The feedback for shooting is really good and I love the visuals! The moment I found out how the submarine moves, I laughed. You clearly know your level design as well. But man, control is very tough for me, I know how to get through the level in my brain but my hands just couldn't do it.. Great work for two days!
LDJam user 412745
08. Apr 2025 · 17:25 UTC
I really liked this game! The gameplay is fun and feels nice, and the animations are great!
Pusheeneiro
08. Apr 2025 · 22:54 UTC
Great puzzle game
🎤 UpsettiGames
09. Apr 2025 · 00:53 UTC
Uploaded an 80 minute devlog on the creation of the game! https://youtu.be/0Iw3lTaYim0
Beeb GameCodeCompany
09. Apr 2025 · 02:01 UTC
Wow, that was compo game? Damn, I liked this game alot. Graphics are the only not great part, but controls are great and length of game wouldn't of surprised me if this took 3 days to make instead of 2. Reeeally liked the sounds effects and I feel like you planned things properly like making sure the game progressed and pointing out stuff where a player might get stuck. Gish! This reminds me a little of Gish. AND, super glad the enemies didn't respawn lol. Again, good work.
xpoho
09. Apr 2025 · 12:40 UTC
![изображение_2025-04-09_193934234.png](///raw/d14/a3/z/6bb4e.png)

Nice game! I like all those eels! And that splashing movement ^_^
hijomo
10. Apr 2025 · 02:39 UTC
There are a lot of ideas here. I am impressed with the number of things you got working, The wobbly ground sub is funny.
StraightUpGruntled
10. Apr 2025 · 06:28 UTC
This was really fun actually! The movement is really quite fun, and once I got the hang of it, was super fun to maneuver around. Also incredibly strong mechanical implementation of the theme. I really like how you can start charging up your jump more once you get the weight. I think this could make a really cool simple metroidvania like game actually. Also the camera shake and responsiveness of the combat is awesome!

I have some feedback if you plan to work on the game more. A lot of these are pretty minor things too!
-I think there is probably a small bug with the little cursor where on the right side it can't be seen. (I'm sure you maybe know and ran out of time)
-If the cursor locks into the grapple points when you get close, it could be nice of the actual grapple aim also grapples in so it perfectly goes to the point. Would help a bit so the visual indication aligns with the control. If it feels a bit too easy at that point, then you can lower the snap range of the grapple points.
-I found myself a little bit lost at the end of the game. Maybe some sort of indication to help guide back, or a way to prevent super large backtracking. (This is probably on me for not playing a lot of Metroidvania like games)
-Collision boxes for the coins feel a bit small. I found myself missing them quite a few times when I definitely felt like I should have hit them.

This was really fun, and fantastic job for 2 days!
🎤 UpsettiGames
10. Apr 2025 · 17:27 UTC
@straightupgruntled thanks for the feedback! I'll take it all into consideration! About the aim cursor, there is auto aim, but only when using a controller(xbox, ps4, etc) and it's turned off when it detects the player using controller/mouse(I just found it a little annoying), but I'll add an option for it in the menu.
OldDog
17. Apr 2025 · 04:29 UTC
spent a lot of time on this game~~~~~~~ great game idea and design
NonDev
19. Apr 2025 · 08:43 UTC
Wasn't what I expected at all going in, was pleasantly surprised and had a lot of fun. Great job!