Deep In Debt by Echo Team
Does a captain go down with their ship? Financially, most definitely. Fortunately, you had a complete inventory of all cargo containers and you know just which ones had the really pricy stuff. Zip up and get diving, because the more you collect, the less debt you end up with. And if you do lock something down, why not spend a little of your savings to upgrade your detection app. There's more debt to offset! Just make sure you're back in time for the rescue helicopter, otherwise they will leave without you...
This game can be played with a keyboard and mouse, or with a controller.
MINIMAP AND AR OVERLAY ONLY AVAILABLE TO CLOSED BETA PARTICIPANTS (i.e. we didn't finish those in time)
Attribution - Engine: Unity - Font: Syne Mono by Bonjour Monde & Lucas Descroix on Google Fonts - Ship shape based on: "Container Ship" by RM02 on Sketchfab - Containers based on: "40ft ISO General Container" by Lex713 on Sketchfab
(no actual geometry or textures from those assets were used, but parts of their geometry were used to generate derivative shapes with new geometry)
| Original URL | https://ldjam.com/events/ludum-dare/59/deep-in-debt |
Ratings
| Overall | 689th | 3.149⭐ | 39🧑⚖️ |
| Fun | 737th | 2.784⭐ | 39🧑⚖️ |
| Innovation | 595th | 3.083⭐ | 38🧑⚖️ |
| Theme | 621th | 3.289⭐ | 40🧑⚖️ |
| Graphics | 200th | 4.171⭐ | 40🧑⚖️ |
| Humor | 490th | 2.596⭐ | 28🧑⚖️ |
| Mood | 416th | 3.647⭐ | 36🧑⚖️ |
| Given | 44🗳️ | 52🗨️ |
The swim controls/physics are great ! The feeling being stranded is here.
I don't know if that's a bug but I don't have any sound, even though you enabled the audio rating. Speaking of which, maybe a beeping sound with varying pitch depending on distance when looking at the tracker would help. I sometimes had a hard time to feel if I was getting closer or farther away by just watching the flash frequency.
Also the bloom can make reading the tracker UI a bit difficult depending on the camera orientation.
- At first you only have the blinking speed of the tracker to indicate you're getting closer to something
- Finding them will allow you to upgrade your tracker, to make finding more hidden ones easier
- What you are looking for is quite shiny, so once it comes in view you'll know what it is
- Try the very front bit of the ship first
- Diving deep might be scary, but can also be rewarding...
have to admit great visual, but the game is very slow
Also it'd be nice to have an itch link. The ldjam player is a bit small.
@aleksey-salion I posted some hints a little way up in the comments here that might help.
@byte-bark regarding the swim speed: dus you spot that you could hold shift to swim faster? That's in the accidentally too tiny instructions in the corner.
1. Lack of fullscreen option, without which the game is too tiny and hard to see in the dark due to contrasting bright Ludum Dare website.
2. The game seems to have problems registering the WASD input. The movement was really weird for me as a result. Holding down W just moves me a little bit, so I had to spam it. Holding shift helps sometimes and allows me to hold W, but still is very unreliable. This prevented me from using the upgrade app as well, since it relies on W and S for scrolling. I was playing on Chromium on Linux if it's relevant.
With these issues resolved I feel this would be one of my favorite games of the jam!
When I tried the game at home I also experienced the thing where the diver is constantly turning towards the right :neutral_face:
Gameplay was difficult to figure out because of the tiny instructions, but I did enjoy just exploring the ship. It was surprisingly detailed which made exploring it feel kind of exciting. The underwater shader looked good but it was too bright which broke the illusion of being underwater at times. Audio would obviously have helped too, but I get having to make compromises in time for the jam.
The controls didn't work very well at all, I'm afraid. For starters, Ctrl+W means "close tab" so trying to swim forward and descend at the same time instead makes you have to start the game over. It really struggled with recognizing when a button was pressed or released. Maybe I should try hooking up a controller.