Fish for Meaning by Steve Johnstone

Fisherman Dave went to sea, searching for answers, but all he found were more questions...
Guide the submarine around, collecting fish and searching for bottles containing messages. Each bottle contains a question. Dive deeper and deeper and find all of the questions. There are 11 levels in total.
This is my first time doing a game jam, so I'm pretty excited to see how this goes!
Controls
WASD and arrow keys move you left, right, and speed you up and slow you down. You can turn faster when moving slower, and vice versa.
| Link | https://stevejstone.itch.io/fish-for-meaning |
| Link | https://gitlab.com/steve.jstone/ludum-dare-48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/fish-for-meaning |
Ratings
| Overall | 611th | 3.222⭐ | 38🧑⚖️ |
| Fun | 670th | 2.958⭐ | 38🧑⚖️ |
| Innovation | 628th | 2.912⭐ | 36🧑⚖️ |
| Theme | 359th | 3.722⭐ | 38🧑⚖️ |
| Graphics | 252th | 3.75⭐ | 38🧑⚖️ |
| Audio | 636th | 2.597⭐ | 38🧑⚖️ |
| Humor | 474th | 2.397⭐ | 31🧑⚖️ |
| Mood | 564th | 3.061⭐ | 35🧑⚖️ |
| Given | 20🗳️ | 39🗨️ |
@sir-syko yeah, it's a bit tricky when a fish is just on the edge. I'm not sure what a good solution to that may have been though :thinking:
I played to the end and it was enjoyable :)
edit : Oh and I just realised the name of the game, yeah very clever indeed, I like it^^
I wish I had added a lot more juice to the game in general. I started trying to add some particle systems in, before realising that my level of knowledge wasn't quite enough to have something done within the time limit. That's an area I'd love to improve on the next time I take part in one of these, along with the sound design, and level design. There's a lot to fit into 48 hours!
Overall, great game. Great work for 48 hours!
Interesting game though :)
Congratulations on your LD48 entry!
@eximir good point about the invincibility. I think that may have been my lack of understanding of how the Unity collision on enter fired, as I assumed that it wouldn't trigger twice, but it seems like it does in some situations.
I turned on the music and I didn't think it was terrible, but it didn't fit the game at all.
A small suggestion, I think it would improve with a faster rotation speed.
Good job!
I like how the submarine feels ''heavy'' in water and that it has a bigger rotation angle. This comes good with the combination of leaving the water at one side and entering on the other side again. I really liked that. The music was simple, but handmade and groovy. Good job!
I like it a lot. The overall feel is quite nice.
What got me the most problems was spawning in an enemy in the next level.
That was somehow frustrating.
I think another nice addition would be to "cut" the objects on the sides and have two halfs of the object on eacht side of the water. That could help to see where you'll end up after moving through.
Anyways, well done, keep up the good work!