Resonance: Pulse of the Deep by Meemog
Resonance: Pulse Of The Deep is an explorative game where a small Water Elemental named Splash must delve deep into dark sea depths in order to find their friend Rocky.
All of the Art and Music was created by us during the Jam, and no Generative AI was used during development. We could not get Fullscreen to work on the Lundum Dare site so for the best possible experience please go to the Itch Link below and play in Full Screen!

Controls: * WASD - Movement * Spacebar - Sonar Signal
Credits:
- @Meemog (Programmer)
- @EvyCl (Environment and Asset Artist)
- @Storm-Lunatic (Artist and Animator)
- @LunarAkai (Music)
- @WooflesTheWolf (Level Designer)

| Github | https://github.com/Meemog/LudumDare59 |
| Itch | https://meemog.itch.io/resonance-pulse-of-the-deep |
| Original URL | https://ldjam.com/events/ludum-dare/59/resonance-pulse-of-the-deep |
Ratings
| Overall | 430th | 3.565⭐ | 33🧑⚖️ |
| Fun | 372th | 3.452⭐ | 33🧑⚖️ |
| Innovation | 650th | 2.984⭐ | 33🧑⚖️ |
| Theme | 524th | 3.548⭐ | 33🧑⚖️ |
| Graphics | 427th | 3.758⭐ | 33🧑⚖️ |
| Audio | 190th | 3.839⭐ | 33🧑⚖️ |
| Mood | 195th | 4.017⭐ | 32🧑⚖️ |
| Given | 33🗳️ | 39🗨️ |
This was really good! :hearts: Very impressive work for the time given. There was no unnecessary focus, just on the things that matter. The overall experience worked well. The controls are smooth, and the ping system is very well thought out. Good sound design and pleasant graphics! :thumbsup_tone1:

The difficulty level is just right. The graphics are beautiful, and the character is easy to control :thumbsup:
I agree w/ some of the other comments that it wasn't clear what could hurt you, and the controls made it hard to hit a couple of the narrower passages.
I think the idea of the sonar is really cool, and it works great w/ the theme of the game, but I think it wasn't all that necessary since it lasts so briefly, and the rest of the screen is already somewhat lit up. It'd be interesting to make the default worse, but have the sonar effect linger more or something, so the player really has to rely on it. I think that effect was best at the last, darkest stage, and really liked that. Also the map/maze was well-designed.
A nice ending
I stumbled at the same spot a few times, so thanks for the checkpoints
Anyway, I liked the pixel art and the sonar effect was cool. The hitboxes were very unforgiving and it feels funny saying this because that was the number one criticism of my game this jam as well. But I liked that you spawned nearby after dying so it didn't feel to frustrating.