Deep Seek by Sheepolution


Dive

Explore

Drown?

About
Deep Seek is an underwater exploration game where you dive in the sea to find 10 pieces of wood to build a raft.
Besides the wood you will also find items that allow you to dive even deeper by making you swim faster or holding your breath longer.
Make sure you don't drown or you will lose all the items you collected since your last dive.
Play with arrow keys and spacebar.
Ratings
| Overall | 168th | 3.806⭐ | 33🧑⚖️ |
| Fun | 456th | 3.323⭐ | 33🧑⚖️ |
| Innovation | 428th | 3.242⭐ | 33🧑⚖️ |
| Theme | 104th | 4.125⭐ | 34🧑⚖️ |
| Graphics | 153th | 3.969⭐ | 34🧑⚖️ |
| Audio | 173th | 3.661⭐ | 33🧑⚖️ |
| Mood | 62th | 4.047⭐ | 34🧑⚖️ |
| Given | 26🗳️ | 42🗨️ |
I tried the love file and I have the following error:
```
Cannot compile pixel shader code:
Line 15: ERROR: Invalid call of undeclared identifier 'texture2D'
Line 16: ERROR: Invalid call of undeclared identifier 'texture2D'
Line 17: ERROR: Invalid call of undeclared identifier 'texture2D'
Traceback
scripts/base/error.lua:48: in function 'handler'
[C]: in function 'newShader'
scripts/base/shader.lua:283: in function 'new'
scripts/base/sprite.lua:453: in function 'addShader'
scripts/game/gamemanager.lua:37: in function 'new'
scripts/libs/classic.lua:68: in function 'GameManager'
scripts/head/statemanager.lua:29: in function 'endIntro'
scripts/base/intro.lua:29: in function '_oncomplete'
scripts/libs/flux.lua:177: in function 'update'
scripts/base/intro.lua:34: in function 'update'
scripts/head/statemanager.lua:17: in function 'update'
main.lua:41: in function 'update'
[C]: in function 'xpcall'
```
This is a really good entry.
At first diving is quite nice and relaxing but the experience become a bit more tensed quickly which is nice and kept me hooked. And despite the upgrades the tension is still very much present until the very end. That was a very nice balancing.
My only grip might be that especially at the beginning it bothered me that I had to rememeber where I already went or where I wanted to go. I made multiple fruitless back and forth because I kept being lost. After a bit I got used to it and I also realized there was pockets of air that made it easier (and necessary).
I love the exploration aspect and the Metroidvania powerups.
I also like that you don't lose all that you have collected when you die (I should have done that in my game)
I knew that wood was what I needed to collect to end the game, but I didn't know how much, so near the end when I was collecting the last piece I didn't know if it was my last or if I needed to go even "deeper". Might be nice to know how that you are "completed" so you can know when to return to the surface.
But I stuck it through and finished the game!! Great Entry!
Well done for creating so many items and animations in 48 hours! Pretty impressive considering it's a compo entry.
Thanks for making it <3
I wasn't sure what the things I picked up did.
Just a thing this can be frustationg because i want to explore deep but i rapidly limited because of the oxygen at the beginning (and i lose all the items).
The level design with shortcut to go more deeper with the good tools is also a nice idea like a metroidvania.
That's really a nice work !
The darkness halftone shader was not so good, I think because it faded into the water colour water than black making it look like the blocks were dissolving rather than getting harder to see.
A minimap would have been nice. I was stuck for a while just before finding the pickaxe because a route I missed.
But I do especially like how the music, sound effects and visual effects all build up the atmosphere, especially when you're running out of oxygen! They really help build up the tension of the "you are going to drown"-ness.
As you start to run out of oxygen, you feel it, almost physically. I loved the metroidvaina style progression, a lot of the items where really cool as well. I liked the blurry screen effect, but was thinking that maybe it was going to get a bit annoying after a while, and then boom, you find the googles and everything becomes super clear. Another example is the flashlight, and how you find the dark deep ocean before you find the flashlight. Which makes it feel even better when you do find it.
It's a very good take on the theme, you are constantly debating weather or not you can afford to go deeper, or if you need to cancel and try to find air.
Fantastic entry! :)