Rock Shark Diamonds by Amar Ravi
Throw Rocks, Evade Sharks and Collect Diamonds while swimming deeper and deeper in this retro diving adventure!
P.S. Don't run out of Oxygen!
Controls: - WASD to Swim - Space to Drop Rock - Swimming (WASD) uses more oxygen than sinking - Use rocks to sink faster


Credits for BGM: Pixelland Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Tools Used: Unity, Aseprite
| Link | https://amarravi.itch.io/rock-shark-diamonds |
| Link | https://amarravi.itch.io/rock-shark-diamonds |
| Original URL | https://ldjam.com/events/ludum-dare/48/rock-shark-diamonds |
Ratings
| Overall | 719th | 3.625⭐ | 30🧑⚖️ |
| Fun | 450th | 3.661⭐ | 30🧑⚖️ |
| Innovation | 742th | 3.357⭐ | 30🧑⚖️ |
| Theme | 326th | 4.054⭐ | 30🧑⚖️ |
| Graphics | 986th | 3.625⭐ | 30🧑⚖️ |
| Humor | 405th | 3.393⭐ | 30🧑⚖️ |
| Mood | 728th | 3.63⭐ | 29🧑⚖️ |
| Given | 41🗳️ | 34🗨️ |
@jk5000 Thank you very much! Glad you had fun :D Does the hint about using rocks to sink faster make the level easier?
@bitlight Thanks for playing!
Yeah in hindsight it does make sense to have it be played fully by keyboard. The mouse click is also used later for dropping rocks (Level 3)
@evgeniya-zapolnova Thanks for playing! Glad you liked it :)
@tibseydon Thank you :)
@smiley405 Thanks a lot, Glad you liked it :)
Overall nice entry. Well done!
The texts were nicely put, didn't disrupt at all visually, and the graphic style seems very cohesive.
:x: Nothing really negative to say, besides a couple of deaths at the beginning while I was understanding the game I've been able to beat it with relative ease.
I enjoyed that it was a complete experience. Nice little puzzle game with some frogger like elements.
I enjoyed the music and graphics, though simple, and it fit the theme.
Nice work.
Simple but it does the job
Great dude Like it so
Great job! 👍
The second level was the most difficult for me 😳
I like how you introduced the game mechanics, but you forgot to put in game than "Swimming uses more oxygen than sinking". After dying some times, I need to read the instructions.
The pixel art is nice, but you use a inconsistent pixel size (the pixel size in sea is bigger than characters).
@jonathan-turner Awesome! Thanks for playing through to the end :) Glad you enjoyed it
@elsombrero @alexey-erzyukov Thanks for the positive feedback guys!
@fl Yeah we didnt test it with anyone outside the dev team so we didnt realize we left that information out.
Agree on it being short, we'll probably add a few more levels after the jam is over. Yeah something did seem off about the sea but we were in a rush to finish and upload so I guess thats another in the "post-jam" fix pile
https://www.twitch.tv/videos/1007422901
There's a good collection of mechanics. I like how the rocks ended up with more than 1 use. The instructions turned out to be pretty funny, like "Sharks = Very Bad" :laughing:
I love the style, but I wish it fully committed to a pixel size (even if it still used sub pixel movement).
Overall a very good job!

@justcamh Yes indeed, I enjoyed watching your stream, discovered a bunch of entries I wouldnt have come across otherwise, thanks for your feedback!
@ismael-rodriguez I agree, we should've tuned down the difficulty on the oxygen meter, it was kind of a failed balancing act between wanting players to use the elements to solve the puzzle rather than just swim down, collect and go back.
Thanks for the feedback and playing through to the end! Valid point on the pixel size, we plan to fix it once the rating period is over.
We've updated controls to make it fully playable with keyboard now thanks to the feedback from everyone!
Here is the video with my gameplay of your game.
https://www.youtube.com/watch?v=2ST9BbBj8Sk
1 - Mechanics, Learning and Flow:
The mechanics of going down risking your life to seek treasure is enriched with the addition of elements such as descent saving oxygen, speed gain when going down holding stone(s) among others.
I liked how the challenges were proposed and delivered, the way to play became clear with the passing of the attempts.
The game is not extremely challenging, but it has a comfortable measure to present a challenge, and it is not extremely easy.
2 - Graphics, Audio and Narrative:
The graphics were good (especially considering the time available for the game's production and the intended visual style).
The sound was also very pleasant and comfortable.
The narrative is not so focused, but it is always the character who wants the treasure at the bottom of the sea (perhaps not only being chests can start the expansion of the narrative). Who knows how to give good reasons for the character to do this (even if it is presented in a very humorous way).
3 - Culture:
The game makes references to the sea, the search for treasures, swimming, the dangers of the ocean depths (lightly) and the very context of using pixelated graphics and more direct and simple narratives. All of this helps to build an identity (including cultural) for the game.
4 - Monetization:
I suppose that with the due variations for the mechanics the game can be placed both for small stores with low cost, as well as stores for smartphones with advertisements. This will depend on whether the game is longer and more interesting (to keep the audience playing). Who knows with some way that allows a survival version (I'm not sure how it could be done).
You're right about the narrative, we could do something more with it, with maybe text overlaid on the levels itself, I guess if we develop this further that's something we could add!
Ooh interesting points on monetization, we never really thought of that aspect for the game jam but yeah and ad based version would be the easiest way to go about it, it's also quite common in casual puzzle games. We'd also considered maybe having permanent upgrades to help you in subsequent levels so that's an avenue for monetization too if it goes the F2P way
here is my Youtube Playthrough of your game as you requested.
I hope you enjoy!
https://youtu.be/1ykwctpd2P8