Abyss. by Darylsteak
The great deep awaits

The Incident
The newest shining marvel of marine engineering has gone dark while enroute through the arctic cold to unknown causes, and with the wreckage found all hope was presumed lost aboard the USS Nautilus.
But 16 days after the military submarine vanished from sonar, evidence of survivors has surfaced.
You are to pilot the rescue vessel Nightingale and reach the battered hull of the submarine to ferry off survivors, suspected to be at the very bottom of a deep undersea cavern. ~~But be warned: there may be more in the abyss than just darkness.~~ Good luck.
Stick around till the end for some neat stuff
Not actually based on the unfortunate Indonesian tragedy, but the manga "One day in the life of Ivan Dejavu"'s 2nd chapter.
Changenotes:
27/4 Fixed slight but major bug that would cause aggressive fish not to attack
27/4 Fixed slight audio bug and potentially game breaking bug


Ratings
| Overall | 93th | 4.164⭐ | 60🧑⚖️ |
| Fun | 589th | 3.561⭐ | 59🧑⚖️ |
| Innovation | 83th | 4.138⭐ | 60🧑⚖️ |
| Theme | 6th | 4.621⭐ | 60🧑⚖️ |
| Graphics | 148th | 4.388⭐ | 60🧑⚖️ |
| Audio | 90th | 4.188⭐ | 58🧑⚖️ |
| Humor | 1030th | 2.513⭐ | 42🧑⚖️ |
| Mood | 9th | 4.578⭐ | 60🧑⚖️ |
| Given | 0🗳️ | 0🗨️ |
Unless you did that, which then I gotta fix game breaking bug
I was looking forward to play this. I won't spoil too much for the others but it took me a while to figure out the "boss fight." Honestly I think I was lucky in finding out how to damage it. (The jam and "danger near" is game design not a bug isn't it? You have to beat the "boss fight" first)
Gameplay wise-it was fun and I know the theme is a slow adventure, but I feel like pacing could've been just tad little bit faster. Also I still don't know what the search keypad does.
But overall very creative game. Like I said I was really looking forward to give this a try since it was so different.
Tldr: This is a good game and you should play it.
I really enjoy this game.Great work!


The implementation of the fish searcher was also a really nice touch - Picking up 'no such result' definitely cemented the vibe for me, as well as the audio entering the boss chamber. The first time I heard it along with the weapon jam, I turned directly around and went back up into the previous chamber to handle pre-boss spook!
At one point during my boss fight (after setting down and hiding in the hole with the crashed sub for a while to survive the deep sea heebie jeebies) I realized that the boss had stopped moving entirely - given that, I wasn't able to complete the boss fight, but while I was playing it, I positively loved the aesthetic! there's something incredibly good about the way you get a crisp look at it as it prepares to strike, you did an excellent job with it. I think here having a bit more speed on the side of your submarine would feel better - I definitely appreciated that it was much faster than the sub, but it also felt there were many times I simply couldn't catch its attention and then get into the proper position before it struck.
Overall, a delightful game, and I love your execution of this spooky undersea adventure~! Amazing work! ~☆
@candlebird So essentially there is a decent sized beast in the 2nd to final chamber which you need to kill in order to finish. Altho admittedly it is somewhat easy to miss since the space is quite large. Thanks for the feedback and playing!
@morr Basically the same as the reply above, there's a final monster to fight which is slightly easy to miss
. Other than that thanks for the feedback and for playing!
@flatgub I tried to make the deadends not too punishing but guess I still made em slightly too large. Thanks for the praise, feedback and playing!
@twowolf They were infact part of the game's design, but I was worried they were malfunctioning so I did some stuff just incase.(You were suppose to find out how to kill the boss using the keypad, which would tell you the static contacts were sea-mines) As for the pacing ill probably slightly increase post jam.
Thanks for the feedback and playing!
@constantine-pallas Now that you mention it, it does look slightly like Lunar Lander in terms of art style! I also didnt wanna use audio jumpscares because I wanted the tension to build up over time, and finally release at the boss.
As for the message system you honestly make a good point, as it can probably help clear up alot of points. Other than that thanks for reporting the M bug and thanks for playing!
@rainysolar Thank you for the kind words and thx for playing!
@briibot Originally contact type was through the message system, until I though maybe I should give the player a database thing instead and let them spook themselves. Also glad that the suspense thing worked out for you.
Really sad the boss kinda broke at the end, ill try and see what causes it. That aside, thank you for the very detailed comment, feedback and for playing!
@franciszek-pyrc I semi-disagree. I disagree because aggressive fish only attack you after they get pinged by sonar, so by not using it you essentially become invisible. Combine this with the decoy and you can escape sticky situations where you need to create some distance between you and an adversary. I agree because this case is kinda rare. (still trying to find a better way to discourage spamming sonar)
Other than that, thanks for playing!
I liked the visuals and the mood that made me think about submarine films (the fact you call a sonar more often when there is something that attack for example).
I had some issue to understand how the contact database works, as I saw "1m", I believed this was a distance, I had to read the page description to better understand, and I think there is a bug as 5 and 32 gives no results (but I quickly understood it was not a kind small fish ^^)
I had to check comments here to understand what to do at the end. But I successfully finished game, thank you very much for the checkpoint when you die ;-).
Minor nitpick: I did not know what the points eg "1m" mean, I thought they are markers you have to pass, and the number is the meters you have to go.
- This is a reaaaally slow game, sometimes, too slow imho, a bit frustrating.
- I didn't understand the targets with "1m", "32m" etc.. tried to type them on keypad but it was giving me words (not for 32m, so, weird)
- Movement of "creatures" is weird to determine therefore hard to attack (thanks you decoy haha)
- I got stuck at ~1090m because of a huge "worm" attacking me, weapons jammed, can't flee even without sonar.
That's too bad because I was really enjoying the atmosphere (visually very simple but immersive, and that sound!!), but those gameplay things took me out of the immersion.
Anyway, really great entry, those comments are mainly to give a personal feeling!
Cheers.
32m and 5m intentionally dont give results to build suspense. Overall I kinda just need to better explain the game in general. Thanks for the feedback and for playing!
@phobos001 Numpad is not very well explained, but essentially if you key in and search the size of the contact (ie: 1m), it would return what the contact was (ie: Tuna). This plays a somewhat significant role at the end of the game since it let's you know that there are mines you can use to kill enemies. Thanks for playing and leaving a comment!
@quantumseagull Yeah the stutteri-ness is a side effect of the game's pixel art design. Maybe I can somehow fix it in the future. Nonetheless thank you for bringing it up and thanks alot for playing!
@jeremia The points are sonar contacts, essentially fish, sharks etc. The measurements correspond to the size of the contact (which can be used in conjuction with the numpad to the right). Probably could have explained better.
Thanks for bringing it up and for playing!
@grena Thank you for playing, to address your points:
- How slow and what browser were you using? On chrome it runs fine for most but there has been one case where it lagged significantly and resulted in very slow movement
- Those are sonar contacts, essentially fish, sharks etc. The keypad is a database that tells you what the fish is.
- That is intentional, if I made every single creature bee-line it would be waaaaaaay too easy.
- There are mines which damage the worm, basically all the 2m contacts. As for fleeing they will still keep attacking you unless you use a decoy and stop using sonar immediately after.
I really liked the craziness of seeing the things get closer and closer, not really knowing what they were and choosing to shoot them anyway.
Nicely done!
Didn't guess myself how to fight the boss, to be honest, but it was interesting and unusual.
Really liked the sonar mechanics and sfx. And the atmosphere of emptyness is so mesmerizing.
Bonus points for the cute smiley in menu :>
Again, this was so good. Loved the HUD, the art, the tension, sound cues, this is my favorite entry so far.
The look and the feeling of this game is very good. Impressive work :clap:
The only thing that can be improved is the sonar spamming.

I read the other comments and I see why it's not a bug, but the game could benefits of an input lag to discourage it.
Loved the delay in the explosion sound (if it was intentional)
Is it normal that i couldnt get info on some fish? I rly wanted to know what that 32 one was :stuck_out_tongue_closed_eyes:
The eerie blips and the monochrome color palette really add to the atmosphere. I love having to look up what the fish were using the keypad interface, there's something really nice and vintage about that. Very unique gameplay, good job.
I don't understand why every game doesn't have a smiley option on the menu. This should be the new norm.
To add to a different commentor's suggestion about sonar spam, this is what happens when you map your mouse wheel to space:

Just being silly, overall this is a really cool game, one of my favorite from LD48. Well done!
Made it to the rescue depth of about 1100m but my weapon was jammed and there was still danger nearby so I couldn't finish it sadly.