Aqua Mine by kypello
Are you tired of digging up dry, dusty minerals? Sick of the dingy, gloomy mineshafts? Want something a little more... nautical?
BEHOLD! The Mining Submarine™™™™™!!
It's basically a normal submarine but we stuck a giant drill on the bottom ok? You can take in the thrills of a good mining session while enjoying the calm blueness of the ocean floor, because that's where you'll be digging!
-The Mining Submarine™ uses advanced technology to follow your mouse, to the best of its ability
-You can shoot missiles using the arrow keys
But be cautious, for these waters are not entirely smooth sailing. You may encounter:
-Sharks which will attempt to eat your sub*
-Nets that can get tangled up in your drill
-Squids which can obscure your view with ink (although their ink sells for a lot of money!)
-Treasure chests carelessly discarded into the ol' drink
-And the unknown horrors of the deep sea...
*Mining Submarine™ not responsible for injury or death by consumption from large aquatic predators
Made in 48 hours for Ludum Dare 48

Update 26/4/21 - Tweaked the WebGL version to make the resolution work properly. No changes to the game itself were made.
Ratings
| Overall | 66th | 4.054⭐ | 39🧑⚖️ |
| Fun | 48th | 4.108⭐ | 39🧑⚖️ |
| Innovation | 272th | 3.543⭐ | 37🧑⚖️ |
| Theme | 49th | 4.284⭐ | 39🧑⚖️ |
| Graphics | 83th | 4.176⭐ | 39🧑⚖️ |
| Audio | 109th | 3.833⭐ | 38🧑⚖️ |
| Humor | 159th | 3.364⭐ | 35🧑⚖️ |
| Mood | 189th | 3.694⭐ | 38🧑⚖️ |
| Given | 24🗳️ | 39🗨️ |
The only thing, that i noticed was that a velocity threshold for damage against rocks would be a great addition :grin:
I love the description too btw xD
A fun game, with nice audio (I love the little music!) and nice graphics. It is a bit hard to not hit walls at point but it's a really fun game anyway.
Congrats!
Here's my score:
[Screenshot (152).png](///raw/1de/22/z/40fb3.png)

https://www.twitch.tv/videos/1003785681?t=1h18m8s
https://www.youtube.com/watch?v=kAQ0odowKTg
1 - Mechanics, Learning and Flow:
The mechanics of the game consists of accumulating coins/treasures/money as you dive deeper and deeper into a submarine with a drill; to do this, the player needs to dodge some obstacles, while against others the player will need to decide whether to dodge or try to hit them with the drill (because it is risky to take damage or suffer temporary debuff); in addition, there are chests with coins and rocks (many of them with precious metals or minerals).
The idea of mechanics seemed to me quite interesting, promising and fun; perhaps due to lack of time for testing and balancing, I believe that there is enough space to rethink the size of the rocks, or even their life points (in addition, the size of the submarine seems slightly exaggerated for the speed and life points of the rocks, I would suggest touching some of these elements and experimenting with how it would look).
Learning to play had easy and difficult parts. For example, learning to move was easy, so I tested and saw how to do it; the use of the missiles was not so clear at first. Another thing that confused me was the fact that I was close enough to think I had been hit by the squid ink, but not been affected, which made me think that it would not affect me (reading the instructions, later, I realized that she would generate debuff in the vision). Anyway, the game is mostly intuitive and easy to learn the basics in the other elements.
The flow of the game starts quite difficult, giving a feeling of anxiety for not being able to advance. I suppose that creating different layers of procedural generation, for different depths, can solve somehow. I would like to take this opportunity to suggest that you do several stages, with different themes and elements, as a possible way to expand the game with a view to commercialization.
2 - Graphics, Audio and Narrative:
There is a certain simplicity in the graphics, but they manage to deliver practically everything that they aim to deliver. I would only suggest adding some interface element (in the teaching sense) that states that the arrows are used to use the missile (as I suggested in the video, the act of using the arrows without having missiles could generate a fault sound or something) .
I liked the audio and sound effects, they were good for the event time. The main loop becomes repetitive after three or four starts, so in a version with polishment it is possible to do some intervention to make it even more interesting.
The narrative is not the focus of the project, however it is evident the motivation of the main character in relation to getting money and it is also evident, from the description on the game page, that there was a certain amount of good humor in defining this.
3 - Culture:
The game already makes use of several interesting cultural factors (in addition to the most obvious ones, such as the deep descent, the exploration of minerals in the ocean, sharks and even ecology), the game talks about searching for lost wealth and treasures). This makes me think that the notion that the game can be expanded in a number of different ways is even more relevant.
This implies that it is possible to find interest groups on each of these topics on social networks to develop marketing (and similar) plans.
4 - Monetization:
I believe that, with the necessary polishing, corrections in the descent experience (a little difficult nowadays), polishments and the addition of new stages; the game has everything to be sold on smartphones at low value or monetize through advertising. About selling in stores like Steam I suggest that the potential be confirmed through social media (still considering a polished version).