Memare by jogo

DISCLAIMER: - I messed up the UI canvas. You have to maximize the game on itch.io to see all UI elements. - I didn't get around to add a restart button. If you die, please refresh the page. - The diver lifeline (you can see it in the GIF) is not rendering in webGL. Works in Windows build. Working on a fix
- A short deep dive -
Used software: Unity, Aseprite, Audacity, Gimp
Lessons learned for next jam:
- Prepare basic elements (AudioManager, StateMachine, etc.) beforehand
- Gameplay first, story second
- Don't do AI, good mechanics are hard enough
- Plan the day to stay focused
- Write down ideas (instead of doing them) immediately
Credits are on the itch.io page
Cheers!
| HTML5 | https://nonedoe.itch.io/memare |
| Original URL | https://ldjam.com/events/ludum-dare/48/memare |
Ratings
| Overall | 1390th | 3.237⭐ | 21🧑⚖️ |
| Fun | 1528th | 2.895⭐ | 21🧑⚖️ |
| Innovation | 970th | 3.158⭐ | 21🧑⚖️ |
| Theme | 329th | 4.053⭐ | 21🧑⚖️ |
| Mood | 202th | 4.132⭐ | 21🧑⚖️ |
| Given | 3🗳️ | 6🗨️ |
But gameplay could use some streamlining. I think the hookshot is underutilized (to be honest I don't have idea what is it used for, even after completing the game), and I can see you've put effort into making it so it's a little bit sad.
From the description it shows you've learnt a lot from this game jam so I would say this game is a success! Well done =]
@2bitcrook thanks :) it was really tricky though, because everytime I did something for the audio / mood, I knew that I'm actually just compensating gameplay here. majorly underestimated how much effort enemies would be. the rope not having physics that affect anything but itself (no collision, no real attachment to other object) didn't help either.
The hook mechanic is very well done, 10/10 rope physics. I actually shot a bunch of sharks with it and it feels very snappy. I would have liked some hit feedback though, because it was very hard to make out whether a shark got hit or not. Also the mechanic could be explored more (maybe it can function as a grappling hook or something).
When I landed on the bottom of the ocean I felt very immersed and I felt that anxious feeling and mystery creeping up (what will I find down here, why am I here in the first place). It is unfortunate that the game is finished right when the apex of the suspense hits you, but its a weekend-long game-jam and on top of that a one man show, so completely understandable!
All in all, I think this game demonstrates very well how even by having a minimalistic artstyle and effectively three inputs, it is still possible to set an incredible mood and immerse the player, taking them on an emotional journey. Great potential in this one, and seeing all the things you learned from this one weekend makes this a big success in my eyes (and shows why game jams are the best). Great job! :)
Now, I don't know if this is a glitch but I couldn't reel anything in, it just kind of reset my weapon...
I didn't really like how many styles there were, the diver, the boat, the rocks, they all had different styles clashing together
I still liked it tough
Like others have said, this was a nice atmospheric experience. A bit short, but I enjoyed my descent and ascent.
The problems I had were:
* There really was no gameplay it was just going down.
* The ocean was really empty there were a couple sharks that went after you then left
* Not exactly sure what the spear gun is for, I tried attacking the sharks but it didn't do anything.
* It left me confused as I lost one heart after a shark hit me, but didn't the next time another shark hit me
All in all it was a calming atmosphere and the mood was nice, but the gameplay was lacking. Also the spear gun was made really well so it was disappointing to see it not matter.
I feel like with a bit more context on the narrative, this could make for a powerful experience - in the form of something like a walking simulator. I guess it would be a diving simulator in this case?
The use of the harpoon wasn't too clear for me, I just used it to shoot at sharks, but they didn't seem to want to attack me - that made me feel bad a bit. But I actually like it this way.
The existence of sharks are enough to make me feel tense, but less combat (or less *chaotic* combat) made me more focused on the diver's story. What truth were they diving for? What happened in the sunken ship?
It's a short but impactful experience. Well done!
- yes, I started with mood instead of mechanics. will do better next time ;)
- yes again. I didn't find too much assets I liked and had no more time to make my own
- the harpoon 'should' scare off the sharks. But it doesn't work all the time. It's not a feature, it's a bug
- same goes for the shark attacks
The speargun feels underutilized so that is something to look at, but I think it's more important to establish a mood and a feel for your game and you certainly did that here.
Great job!