Veiled Depth by zchangvx
Made under 72 hours as an entry for Ludum Dare 48


Explore the bottom of a forgotten ocean floor, full of mysterious alien creatures. Harvest nature's bounty and craft weapons and supplies, so that you can make it into the bottom of the ocean, and unveil it's secrets!
Controls:
Press [E] to open your backpack and drag items into your inventory
[W, A, S, D] to move your character.
[SPACE] to give yourself an impulse
[1] Equip harpoon gun. You must buy ammo at the top of the screen!
[2] Consume any available oxygen tanks in your inventory
[3] Equip blowtorch
Programming:
Diego Di Salvatore / AI
Jesús Chang / Gameplay
Miguel Fraga / UIs
Art:
Antony Gervez
| Link | https://byfreaks.itch.io/jellyfish |
| Original URL | https://ldjam.com/events/ludum-dare/48/veiled-depth |
Ratings
| Overall | 1015th | 3.463⭐ | 29🧑⚖️ |
| Fun | 1453th | 2.963⭐ | 29🧑⚖️ |
| Innovation | 984th | 3.148⭐ | 29🧑⚖️ |
| Theme | 498th | 3.944⭐ | 29🧑⚖️ |
| Graphics | 287th | 4.241⭐ | 29🧑⚖️ |
| Mood | 371th | 3.926⭐ | 29🧑⚖️ |
| Given | 9🗳️ | 14🗨️ |
Impressive work done in less than 72 hours. Hoping to see more of these guys in the future!

OBS: I dont know why but i didnt could break the thick anemone tilemap on the 3º scene
I'll mention that the harpoon gun seemed kind of pointless; the ammo used up valuable inventory space, and the blowtorch did the job fine. Also, some kind of indication in the shop that something has been purchased would have been useful. Still not sure if I managed to buy the oxygen upgrade or not.
Just to clear a few things up:
@wheybags We sadly could not finish the ending sequence we wanted, and as such we had to last-minute block the player from going out of bounds.
@jaco-van-hemert The shop was another thing that didn't have enough time in the oven. It was supposed to have many more upgrades (that were meant to stagger progression a bit) that were actually programmed but didn't make into the interface, so we also had to last-minute scrap them. The harpoon was meant to deal much more damage, while the blowtorch much less as well.
@neshtyak A tutorial would have been nice, wouldnt it? :laughing:
Overall, I think we made it through 80% of the features we wanted, but those 20% ended up being vital for the progression/pacing we had planned for our game. We still had a bunch of fun and learned a lot.
The general split of resources is nice and the way you upgrade items also works, the UI could obviously use some work, but you know that. What I think could have been nice if you would have put at least one of the little pearl thingys on the first level, so players know what they look like. Because I was confused if I was missing something.
Other than those minor complaints this is one hell of a jam game! Really well done!