Into The Depths by Jason Wilson
Into The Depths
How far can you descend into the underwater caverns? Avoid fiendish creatures and find sunken treasure in the many branching caverns. Ascend to the surface to buy new equipment and weapons.
Into The Depths is a rogue-like, procedurally generated, action platformer where you are challenged to reach the deepest depths of the ocean before your oxygen tank runs out.
Controls
Move Left: Left Arrow or A
Move Right: Right Arrow or D
Jump: Space
Fire Spear Gun: Ctrl or Left Mouse Click
Select: Enter
Cancel: Esc
Quit: Esc
Screenshots



Change Log
4/25/2021 - 10:21pm - Bug Fixes for the player turning left by default and upgrade costs not resetting when the board reset. - Updated description page to look a bit nicer
4/26/2021 - 10:58AM - Added WebGL version
4/26/2021 - 10:50PM - Fix for player getting stuck on walls
Ratings
| Overall | 556th | 3.311⭐ | 47🧑⚖️ |
| Fun | 436th | 3.348⭐ | 48🧑⚖️ |
| Innovation | 633th | 2.9⭐ | 47🧑⚖️ |
| Theme | 347th | 3.739⭐ | 48🧑⚖️ |
| Graphics | 643th | 3.08⭐ | 46🧑⚖️ |
| Audio | 693th | 1.867⭐ | 32🧑⚖️ |
| Humor | 556th | 2.139⭐ | 38🧑⚖️ |
| Mood | 611th | 2.988⭐ | 44🧑⚖️ |
| Given | 52🗳️ | 66🗨️ |
Couple things I noticed:
1. Character randomly faces left.
2. Shop prices don't reset on new runs
Good work, though. I got to 170m... will update if I get further!
This experience is extremely polished, and fleshed out, with a few minor bugs that @branden-wilson and @sugarsugarsugar pointed out. Overall, the graphics are probably some of the best in the JAM, and looks great.
Great job finishing the creating this game.
I would have liked that the upgrades are not lost when dying (so, that only the gold is lost), it is a bit discouraging to have to redo everything.
It only really work on full screen for me.
In my first run I was lucky to have two chests early in the descent. Later game I was deprived of them... THat made the game a bit less fun to play to never find chests
@sugarsugarsugar the player getting stuck on the walls was a side effect of my tiled collision boxes and Box2D weirdness. If I were to do this game in less of a time crunch, I probably would've rolled my own simple 2D physics, since I never get great results from Unity's.
@ianthebee thanks for the feedback. I'm glad you enjoyed it and liked the art.
@pseudohausen I see what you mean about the block tiles. I probably could've went with something a little less stripey. I glad you liked the game.
@loig I was going for a rogue-like vibe with the starting from scratch every time. Having the gold preserve over runs could've definitely been a different approach. I'm glad you liked it.
@dhim it definitely works best in full screen. The random generation can be a bit punishing at times. It should guarantee at least one chest per cave branch, but one chest vs. two or more chests can be a big difference.
@nisovin jumping out the water never quite worked as well as I would have liked. If I were to spend more time with the game I think the physics would be the first thing I'd fix.
It's a pretty fun game, and I really love the design of the squids. I felt that returning to the surface to buy equipment felt a bit more of a chore though, since I was losing progress to upgrade. The upgrade system and the shop were nicely done though.
I explored a cave that lead to a dead end and no reward, so I return to the entrance with nothing..
So frustrating xD
Overall the game has a good mood, lovely art !
I liked the game loop a lot. Each time you were looking for treasure and air pockets, while avoiding the squids and fish. At first I was a bit annoyed that you had to go up every time to get the upgrades, but after a while I did not mind so much anymore. It gave it a bit of a strategic choice to make, as in 'will this be the dive where I try to go as deep as possible, or will I collect a bit more gold to get an extra oxygen thingy?'. After a bit I had more than enough oxygen to last me a lifetime, but then one of those sneaky squids got me >_<
As a point of feedback, maybe it would be interesting if the game got harder as you got further down somehow. Maybe by spawning more enemies? There was also a few times that I got through one of those side-branches, but there was nothing at the end of it. I understand this is just part of the random generation, but it did not feel great when that happened :)
Of course, some sounds and visual effects would make the game even better, but understandably you probably did not have time for that after making the rest of this very polished game
Thanks a lot for making it! It was a lot of fun to play :D
Edit: I also noticed very late there was also a shop on the right. Although, to be honest I did not really see the use of the attack mechanic. Generally just avoiding was good enough for me.
@lithia-studios I'm glad you enjoyed the game. Thanks for playing!
@crucknuk I'm glad you appreciated the art. The random generation of the caves is pretty simplistic so there is a risk of there being no treasure at the end of a tunnel. If I were to keep building this game I would probably make the generation a bit more intelligent to make sure there was something of value at the end.
@wuppos 332 meters is pretty decent from what I've seen. The aspect of risk and reward of pushing deeper was something I really wanted to explore in this game so I'm glad you appreciated that element.
I had hoped to add more enemies and more enemy types as you progressed deeper but it was cut for time. Up until probably an hour before the compo ended I only had one working enemy, the squid was a relatively late addition. I had plans for a great white shark and a cave troll, but they didn't make it.
@machwerx the original plan was for their to be health pickups that would allow you to restore hearts that you had lost so that having empty containers actually meant something. An unfortunate cut due to the time frame.
Thanks everyone for playing and the great feedback!!
I like the graphics, they have that retro charm.
The shooting controls were a little tough, sometimes harpoons didnt shoot and i thought i was out of ammo, but i didn't see ammo counters, and they'd start shooting again after a few moments. I'd also suggest different jumping/swiming controls. For a game that's mostly swimming, maybe holding space would be better, or holding right mouse button since we're already using the mouse anyway?
occasionally a squid would take only a couple hits to kill, sometimes a lot, and I'm wondering if the enemies are pooled objects that retain their health?
There is a limit to how many spears you can shoot, which is upgradeable at the weapons shot. Probably could use an ammo counter, or some other kind of indicator to better communicate this.
Enemy health is dependent on how far down the enemy is when it is spawned. Sometimes enemies further down will make their way up making the health seem a bit inconsistent at times.
I like the simple graphic style, it worked well. A little bit of constructive feedback - I was surprised I got all of my air back the second I hit an air pocket; I kind of expected it to tick back up more slowly based on other games I've played. I also ran into some sort of graphical glitch that seemed to draw a bunch of boxes over the screen for a frame or two every few seconds. It didn't interrupt gameplay and wasn't too disruptive, I just mention it because it was odd.
Overall this was a really fun entry; thanks for a fun game!

That's interesting idea to have the air fill back up over time rather than instantly. I didn't want players to have to spend too much time waiting around for their air tank to refresh, so I went with instant, but there is probably a good middle ground rate where it refills quickly enough that it's not too much of a nuisance.
I haven't seen the graphical glitch you're referring to. May I ask what platform you were playing on, Windows or HTML?
@masaru I'm glad you liked the game. Thanks for playing.
I actually regretted buying the flippers as I found it more difficult to control my trajectories (longer effect of [space] with longer cooldown), especially when trying to shoot at jellyfish. And I'm a bit ashamed to admit that I didn't see I could shoot at things until I realized there was a weapon shop on the other side.
And yes to the above: having heart bonuses along the way would be great for a final version of the game.
But there's one philosophical question that I still have in mind:

@slowfrog-again asking the hard questions. One which will be debated for the centuries to come.
@ladybenko thanks for playing. I'm glad you liked it.
@fargred the fish getting stuck on walls is an unfortunate bug in my super simplistic AI. If they spawn to close to a wall the trigger volume used to detect an incoming collision and turn around won't fire. Making smarter and a wider variety of enemies is definitely something that got cut for time.
@mhorth unfortunately the lack of audio was not a bug. The initial oxygen amount was meant to be enough for you to get in and out of the first branch of the cavern. You also start with some gold so you can purchase one oxygen upgrade for free.
@pious I'll have to look into the pixel perfect camera you're referring to. Thanks for the tip. Glad you liked the game.
@schuster thanks, I'm glad you liked it. I'm happy to get a lot of positive feedback on the upgrade system. It was probably the largest time sync out of anything I worked on in the 48h. I'm glad to see it paid off.
@flipsy the cavern bottoms out at around 5000m, but it's meant to be virtually endless. Adding more creatures would've been great and add a lot to the sense of exploration.
@shin0nome thanks a lot. I'm glad you enjoyed the game!
@rushhourz thanks. I'm glad you had fun!
@felo07 I'm glad you liked the graphics. Art is definitely one of my weaker skills, so I'm really happy that so many people have appreciated the art.
Fun game!
Good job!
At the end, the speed is a bit out of control. But it's very good :clap:
@bentglasstube there's a weird bug I could never figure out that would sometimes cause spears to disappear prematurely. Something I definitely need to dig in deeper to figure out. I'm glad you enjoyed the game. Thanks for playing.
@maaxoom the flipper upgrade is definitely a little overtuned and could definitely be rebalanced. Thanks for playing!
@oddarock finding air pockets is definitely the more challenging of the two objectives. When I come back to the game I'll have to look into this pixel perfect camera. Thanks for playing and the great feedback.
- I like the simple limited palette art style
- fun core mechanic of the game
- Game matches the theme well
- HTML5 making the game more accessible to more players
Suggestions/ideas:
- would be great if you continue development to put in procedural generation for the levels for replayability (or at least a town portal type ability so that you don't have to swim back through conquered waters so much)
Bugs:
- I played through not knowing I could go back for upgrades because the first few times I tried to jump out of water it didn't work; so I missed the core mechanic of the game there
- The spears will collide with blocks behind you; making shooting with a block at your back difficult at times
- I loved the shop: It had so many options and cool items and worked perfectly, and finding money was really rewarding and valueble, because you knew you can spend it wisely. And also clever how the prices raised with each purchase.
- I liked the controls: Gameplaywise it reminded me of downwell but also i had to think of how swimming felt pritty much exactelly like in minecraft. Maybe you could say it was a little boring and slow, but overall i think that only added to the difficulty and made the player plan how to handle the resources for breathing. Also I liked how exploring did not just get rewarded with treasure but also with pockets of air to make a pause.
- I think audio could have really improved this entry and the lack of it made the game unfortunatelly more boring to play
- sometimes there was a graphic issue where the blue water in the background started to flicker.
- also often the fish just despawned for no reason and some i couldn't even kill
- and wow was this really generated or did you design levels, because if this was randomly generated, than respect to you! Boy, this really does have potential!
- i always don't like in jam games, when there are ways to loose health, but none to replenish it. Maybe i just didn't find the item, like, i know you can buy a new slot in the shop, but that gets really expencieve after a while and a lost life can't be refilled that way.
- treasure was rare, i propose you give the player some money for maybe each 10 new meters they dive, that adds some goal to the diving mechanic, or if you kill fish.
- a nice touch is broken records get noticed and apreciated. That must have been awfully difficult to implement for such a small detail
Conclusion: Even if it isn't perfect, absolutely polished or finished by any means, this easily was my favourite game so far in this jam. I spend an hour playing this! Hats off to you my friend! ;D
Audio was an unfortunate bit that got missed. I left it as a polish task that I never got around to. In future jams I plan to at least put in quick placeholder sounds so that I at least have something.
The levels use a very simple generation algorithm. I preconstructed about 10 different 10x10 tile chambers and then the algorithm basically carves a path through the map with some basic rules for what type of chamber can spawn next to what. For instance there's always exactly one air pocket in any given branch path.
The fish despawning has to do with my very hacky way of culling enemies that are too far away from their start location. Sometimes enemies can wonder far away from home and then end up getting respawned when in view of the player. A future improvement for me is to despawn things relative to the player rather than relative to their starting location.
Health pickups was an intended part of the design, hence why you can purchase heart containers rather than just adding hearts. It unfortunately didn't make it in in time.
I'm really glad you enjoyed the game. Thanks again for playing and all of the feedback!
@zackary-bazzle thanks for playing. I'm glad you liked the game.
The intent of the game was for it to be "rogue-like" in that every time the player dies they start again from scratch with a freshly generated cavern to explore. Should I return to this game I think I will make it a bit more "rogue-lite" with some elements of progression like certain upgrades or currencies persisting after death.
I know many people just comment nice things on this site, but i really do mean what i wrote. You should keep working on this in my opinion, even if it's just for the small fixes you mentioned. I'd even go so far as to say, it'd be worth the time expanding upon, what you've already got. At that pace it's maybe one month away from being a small, but whole and finished, sellable product.
Just my opinion, you must decide yourself. Anyway thanks for your contribution, i really had a lot of fun!
Edit: oh and i forgot one more thing: diving up to the shop after collecting money was cool, as i always looked forward to getting what i wanted to buy for a long time, but i think "Downwell"s way of handling shops would fit better. The idea would be to generate shops in caves(maybe at places with airpockets), so you can take a breath for a moment and spend all your collected money.
The enemies are really simplistic, only basically moving left to right, or up and down. In a more full featured version of this game there would be more complex and varied enemies.
Thanks again for playing!