The Final Frontier by BinaryPrinciple
Thank you very much for playing and rating my game. I wish you the best on yours and hope to see you there in the next Ludum Dare.
Also, the game was develop at a FHD resolution. Still looks well on itch.io (Web5GL) but if you expand the screen... it will look better.

HISTORY
LD48 is the new submarine designed for extreme pressure. It was decided to test where other submarines had failed in one of the deepest trenches in the world: Kasprzak Hollow.
The first mission is to clean up the parts of the others submarines that failed to reach the bottom, you do your work and complete the task without any issues... you see more parts below and it would be a new opportunity to discover the bottom and put your name in world history. Good luck on your travel.

GAMEPLAY
The ship will continue to go down the trench but you can move it and gain momentum.
You can move freely and manage the speed by moving up (slower) and down (faster).
If you need more space you can push yourself up or shooting a Rocket, but be careful on whats above you, and keep in mind it has a cooldown.
- Push Up: you can push up your ship to gain some space.
- Rockets: you can shoot rockets to destroy korals and mines it will push up farther so be careful.
- Collectibles: collect the old ships.
- Hearts: recover your health.
CONTROLS
Gamepad and Keyboard Supported
- Move: WASD / Arrows / Left Stick / Directional Pad
- Slow Down : Move Up.
- Speed Up: Move Down.
- Push Up: A (XBOX) / X (PS) / Space (Keyboard)
- Shoot: B (XBOX) / Circle (PS) / Shift (Keyboard)




CHANGE LOG / FIXES
- 25/4: Pause triggered when pressed P as a secondary option (so you can pause on full screen in HTML5).
- 25/4: Continue button in Pause Menu was disconnected.
- 27/4: UI Scales to screen resolution. HTML5 not longer needs fullscreen to fit the UI.
- 27/4: Collision boxes rescale from 100% to 90%. Since it some cases it it was bigger than the prefab.
Ratings
| Overall | 584th | 3.254⭐ | 71🧑⚖️ |
| Fun | 498th | 3.254⭐ | 71🧑⚖️ |
| Innovation | 753th | 2.643⭐ | 72🧑⚖️ |
| Theme | 340th | 3.757⭐ | 72🧑⚖️ |
| Graphics | 589th | 3.193⭐ | 72🧑⚖️ |
| Audio | 535th | 2.926⭐ | 70🧑⚖️ |
| Humor | 475th | 2.395⭐ | 59🧑⚖️ |
| Mood | 566th | 3.059⭐ | 70🧑⚖️ |
| Given | 80🗳️ | 104🗨️ |
Really liked the game. Endless fallers are a classic
@mdotedot Thanks!! Agree, sometimes you spend so much on testing that you assume controls are clear. Now with your feedback I made some instructions and put it in the game page.
@rouge-dragon I know! That was a silly mistake of mine, I had it, but I forgot to put it. I think I'm not allowed to since I just need to add one line of code (please confirm if possible). I manage audio as scriptables under a audio manager, I can simply upload the Soundtrack profile and play it as soon the game starts.
@baconn00 You and @mdotedot were correct, new instructions submitted on the page. I wanted to make the mines tingle and have expansive explosion with a -2 hearts value. Well, time is tricky, and I focused on have it playable. In my design I have fish backs that you have to wait for them to pass and fishes that attack the ship.
@rushhourz Glad you enjoy it. I wanted to have a new ship at the bottom so you can collect it and be able to selected at the beginning of a new run. I have the code code, but the time was too short for making a new model and selection screen. Maybe I can add it later, once allowed.
@robowarrior1982 Nice feedback! I like the idea of setting difficulty areas that spice up the gameplay. It was hard to decide on the speed how fast or slow, so I decided to give the options of slowing down or speed up since people might react different from my perspective; maybe I can give you the option to set it up as part of a configuration menu. Like you said, the base is there, just needs more time to built on it.
@thatmanrobin Glad you liked it! Yeah, I thought it was key to give the player control over speed and direction, with a chance to quick correct (push up by pressing A or B, Space or Shift). It's tricky to make and endless game engaging and give something in regards of rewards or difficulty.
@poorwill Thanks! I was talking about it, won't you believe it?, I agree that a nice coyote time and more forgiving collision boxes (scale -10% perhaps?) would bring extra balance. By the rules I think I can reduce the collision boxes but I cannot implement coyote time, the closest I have is pushing up (A, X, Space) or shoooting a rocket (B, Circle, Shift), it give you a chance to quickly safe yourself but beware of what's in top of you.
@corporation Thank you! Feedback was in my notes, I was going to explote the Koral at the moment you hit it, I'm not entirely happy with the sound it makes when it gets hit but had to rebalance my time. No excuse but I'm aware it can be more crunchy.
@joonamo thank you!!! My original idea was to give the collectibles some background, so when you catch them you get a message saying what it was (i.e. you found Rosie missing mirror, it's been lost since 1950 but it's never too late). Maybe I can add that in a new version. Thanks again for considering it fully feature. Btw, your entry is amazing I love the style!
@1studio Appreciate your comment! I was hesitating on my art style but your feedbacks gives me assurance that it was the right call. I'm a fan of your game too, the art style was amazing.
@juliuscube-arcade Thanks! I thought of how to make the mechanic and theme work together. Your feedback makes think it was a good direction.
Congratulations on making it.
@smeljey Appreciate your comment, I believe you and @poorwill have something in common. **I will resize colliders today** to make a bit more forgiving, currently is up the edge and that's too much. Glad you enjoyed it.
@loig Thanks for the feedback, within the plans was to setup an automatic balanced difficulty that would track your health and collectibles and try to spawn them depending on how well you were doing. Sadly I had to turn to other options. Thanks for your comment and glad you had fun with it.
@pedrorocha glad you like it!!
@junamai glad you had fun!
and it was really fun!
@wartronic Glad you had fun with it! And glad I setup the rocket mechanic. I knew I need it to give the player more control over it, since you cannot stop falling, you should have some options. I enjoyed your game too and the models were great.
@jokerbomb I would love to send you tickets! Funny thing is that on this LD one of my inspirations were arcades and Gameboy games. Designed the mechanic then find the fun! So I started with the movement and what I can do with it. Glad you like my primitive blender models :v: Btw, your game was so atmospheric!
@bubbadubc Very happy to hear it! My goal was soothing "underwater" sounds, seems that I made it. I loved your game, so much personality and juice!
Great game, good job.
@camden-obertop Glad you liked it! It's a good point, adding acceleration to the horizontal movement. I liked the idea. Thanks!
@omnes-ludos Thank you!
@sigo Glad you made it to the bottom! Agree, it can be added or calibrated via options for normal speed, slow down and speed. Up.
@adaxxas Happy you liked it! Funny things, I cannot draw so I decided to go through models, and though took advantage on setting a new perspective.
@valeth2124 Good to hear you had fun with it! I played your game, it's very good and fairly impressed. I like the idea of setting up 2D or improving the 3D to make it look like 2.5D. I want to add biomes and associate music and prefab to it so you can feel in different areas. Music is something I really need to work on.
@vilcans Thanks! I enjoyed your game too! I took some physics liberties, and the irony of destroying korals while recovering pieces. Appreciate your feedback, many have commented on the speed it can be modified since is a variable, and I like the idea of the game itself speeding up the closer you get to the bottom.
@martin183 Agree, different enemies or behaviors, originally I wanted the bomb to have a sensor area, it would vibrate if you are too close and if you stood to long near it, the explosion will be bigger. A soundtrack might be done, I don't need to add code so I think about it.
@mololo thank you very much! glad you had fun with it.
I really enjoyed the game and the ambient bubbly sounds added to the nice feeling of it. I would have loved to see some more variation or challenge but in the time frame this was made it was a good and fun game. Also appreciated that the controls felt exact even though the "3D"-world could have made it a bit challenging seeing were the character is. :thumbsup:
It was fun to reach the bottom though. It's cool how much game there already is. With some more polish it might be cool. The graphics and the atmosphere are quite cool. And yeah, it applies the theme rather nice.
Some music could also help and just more difficult levels or maybe add some enemies.
But in its current state the game is really basic and can be expanded upon in many directions. I think your main focus should be the gameplay aspect. So always ask yourself the question: What could I add or change to make the game more fun?
I liked the bubble effects in the background and the slight tilt down, so you had a better view of whats coming at you. Keep it up! ;)
@rolle Glad you enjoyed it. Agree, maybe adding some biomes with special conditions (speed, enemies) to spice it up. The perspective was very helpful to give a chance to see where you are going.
@andrewaprice Thank you! I like arcade games for LD, bite size experiences.
@vexorian Thanks for your feedback! Yeah, I wanted to give some challenge or decision making to use rockets, although it breaks through and give you a push up, it could hurt if you are not aware of where are you at. Balacing is something I wanted to do, but time was running out.
@monkeybit29 thanks! your game was awesome too!
@leorid Maybe adding difficulty balance would be better. Glad you like it and noticed the hit boxes.
@superpokeunicorn Thanks for your feedback! That's a nice idea, saving your rockets to make it more strategic when to use them. The move mechanic was the first thing I built and then design around it. Also, like you said different obstacles would help.
@wizard-sino Thanks!
@johannimations I agree that is a strong base, and considering the feedbacks there's room for improvement along with interesting ideas. Speed is tricky but maybe you can gain speed the more you progress or have pick ups.
It felt a little weird to have the mix of 2D and 3D, I recommend standardising that. I believe some polish would really add to the experience. Something to make it feel like we're actually going below the water. Some more satisfying effects to blowing up coral, and a bit more colour overall. Combined with some mysterious, relaxing music, you'd have a very chill and satisfying game. Nice job.
@pat-cleaver Glad you liked the mechanics! My challenge was to keep it simple and don't overscope. Seems that I archived that. Next one will be to have more humor and variance.
@pickens-inc Thanks! I agree completely. I was planning explosive korals and background colors, also bubbles for speeding up and push up. But time was the enemy. If I continue this game, I will add it. Agree also on the music, I wanted something deep and atmospheric almost trip hop lofi.
@filgru Agree! My initial drawing had banks of fish crossing the level, so you had to wait for them to pass by. Glad you like it and thank you!
The only small bug that I found, it's when you shoot the missile into hearts - it's somehow avoiding it and shifts to the side. Collectibles are not affected by this behavior, so I guess it's collision-related (since hearts are bigger in size)
Overall, great entry!
@room606 Glad you liked it! Yeah, I should remove the **quit** option from the HTML version, maybe make it return to the main screen.
@bbaf Thanks! I think you found the but I was looking for!! I noticed that during gameplays but could not pin point it. Thanks again!
Made it to the bottom without trouble. Maybe adding more challenge as you do deeper would be nice - e.g. maybe it gets darker and darker, and your vision distance gets more limited. I would also like something like a gathered collectible counter at the end - as I'm quite sure I got them all, and I was wondering how many submarines have sunk here before I came along :wink:
It's a very cool compo game nonetheless. Controls feel good, movement is just right and there is a fair amount of "tools" available.

@kotzi Glad you liked it! The was a happy guess, initially I was going to set it up as 2D perspective, but when I was setting up the camera I noticed that keep it on a Y offset rotation help see what was coming your way. BTW, your game is awesome! I reached Atlantis.
@fabula-rasa Glad you liked and thanks for downloading the Win Version! I agree with your I could add more ambience and use light for difficulty. I like the idea! Funny you mentioned on checking how many submarines sunk. My original plan was that if you collected all the required parts, at the bottom a new ship will find you. Also the parts would have been broken submarines. I guess that great minds... Also, Cattlantis is a very soothing game! I enjoyed it a lot.
@neontropics Glad you had fun! Maybe I can setup a perspective slider and tune the tween of the rockets make them more "alive" and integrated. Thanks for your time and feedback.
There are quite a few 'go deep' games on this ludum (I've done one myself) and I find it super interesting to see how everyone interprets it (it's like a jam within a jam).
This one brings some challenge without being hardcore.
I took it as a chill break between two over-complicated-frustrated game. Nice compo pleasant RNG ;) !
Thank's for html build