Project Achelois by DzejPi
Project Achelois was the secret government project in 1985. Its purpose was to explore the Europa and find whether it hosts any life. This is what actually happened that day.

How to play
Since I did not have enough time to implement tooltips properly, this is how you can play:
Descend level
- Drilling - Space.
Underwater level
- Movement - WSAD/arrows.
- De/Activate weapons - space.
- Switch between weapons - control/shift.
- Fire - left mouse (weapons must be active).
The arrow at the top shows you the direction for your objective. You can shoot creatures and some of them turn hostile, but I did not really have enough time to implement their attacks properly, so you would have to really try to get destroyed by them. If you do get destroyed though, that’s game over.
Tools used
You can find the whole project here - https://github.com/dzejpi/project-achelois. If you want to play with the project, you will need these tools:
- Game Maker (2.3.2.560 w/ runtime 2.3.2.426) for the game project.
- Aseprite (v1.2.27) for the game assets.
- FL Studio (Producer Edition v20.8.3) for the sound assets with these VSTs:
- Kairatune.
- VST Speek 3.
- Fruity DrumSynth Live.
Ratings
| Overall | 742th | 3⭐ | 20🧑⚖️ |
| Fun | 889th | 2.056⭐ | 20🧑⚖️ |
| Innovation | 719th | 2.722⭐ | 20🧑⚖️ |
| Theme | 187th | 3.972⭐ | 20🧑⚖️ |
| Graphics | 486th | 3.389⭐ | 20🧑⚖️ |
| Audio | 235th | 3.528⭐ | 20🧑⚖️ |
| Mood | 105th | 3.889⭐ | 20🧑⚖️ |
| Given | 24🗳️ | 21🗨️ |
Maybe the submarine is a bit slow? It fits the theme, but after some time it becomes a bit annoying.
- great atmosphere
- love the voice synth
- good story to start
- graphics really fit the tone of the game
- story/cutscene
Improvements:
- a way to skip the intro for 2nd play-through (maybe it's there but it wasn't obvious to me)
- I had no sense of movement if a wall wasn't near
- it wasn't exactly clear what my goal was other than going to way-points (I went to 3 before giving up)
- there's nothing wrong with an ambient slow game, but there needs to be a bit more reward in the beginning to get the player to invest; I found myself wandering around a bit but really had no idea what the game was about other than following way-points
- weapon collision with the rock would give meaningful feedback to the player
- some form of sense of movement when there's no terrain on screen (bubbles/turbulence from propulsion); otherwise I had no idea if I was moving.
- perhaps I didn't make it far enough, but the spotlight should also have a purpose like finding hidden items etc.
Bugs:
- didn't notice any
I too was exploring for about 10 minutes and didn't find anything, the last objective was deep down & I couldn't make it there (maybe I just failed to find a passage?). Overall I'd say the game could be a little more dynamic. Anyways, good job!
I really liked the robot voice-over :)
...but unfortunately not much did happen, for me. After about objective 6-7 and about 10 minutes I gave up. Didn't get to fire any weapons or seeing any "enemies" only diving in the dark chasing objectives that didn't actually provide much.
I really liked the game though but it could need some more pace or some more actual action (like maybe you need to dig for some samples or something at each objective).
Well made in this short time and cool sounds!