Welldiver by DevEmil
Test your reflexes and dive deep in to the oceans in our new auto-runner Welldiver! Play it on the web and compare your highscorses to your friends and other players on the Leaderboard!
Gameplay
Dodge obstacles, dash to safety, collect oxygen to survive! In Welldiver, skill, reflexes and fast decisions are the key to survival. You traverse the procedurally generated world evading danger after danger.

All graphics, effects, sound and music created within 72 hours by a team of 4 for Ludum Dare 48. Engine: Godot
| Link | https://green-acorn-studios.itch.io/welldiver |
| Original URL | https://ldjam.com/events/ludum-dare/48/welldiver |
Ratings
| Overall | 175th | 4.033⭐ | 32🧑⚖️ |
| Fun | 193th | 3.948⭐ | 31🧑⚖️ |
| Innovation | 1345th | 2.883⭐ | 32🧑⚖️ |
| Theme | 485th | 3.95⭐ | 32🧑⚖️ |
| Graphics | 537th | 3.983⭐ | 32🧑⚖️ |
| Audio | 257th | 3.9⭐ | 32🧑⚖️ |
| Humor | 956th | 2.614⭐ | 24🧑⚖️ |
| Given | 23🗳️ | 26🗨️ |
The first 500 meters was an awful slog (at least after the first attempt). It was like impossible to fail before that and it was just mind numbingly boring. But after then even as early as ~750 meters you could fail just out of bubble starvation even without getting hit at all.
And that was the biggest problem of the game, too much reliant on RNG. The bubbles were necessary no matter how well you were dodging due to life and time being bound together. Quite often those bubbles were completely unreachable due to being inside enemy, being too far, being more than 50% off screen or just camped by a stompy or torpedo. And then just binding that time to be the score too made it linear and boring. Some more interesting scoring (multipliers and so on more skill based scores) would also have alleviated the boring early game.
The enemies were very nicely designed and telegraphed their moves pretty well. Was quite clear from the beginning already what everything did and how I had to dodge them. I still hated almost every single enemy so I guess they did their job well. Everything was easy enough to dodge in a vacuum but they they combine their attacks and so on it gets hectic.
The sound scape was great and the look was nice. Even the color palette was pleasant to look at. Dunno if changing it would make it look weird but it kinda annoyed me that all the mines were rotating on the same direction. And the torpedo "bullets" facing and firing backwards too was weird. Might be a nice addition of strategy on dodging em if they could only fire forwards.
Dunno what but there was something funky with the hitboxes. I did do some close call experimenting in the boring early games where there was nothing else to do and overall they seemed very fair. But then when the action was more hectic quite often I felt cases where I shouldn't have been hit but did anyway.
I would have liked for it to be a bit more zoomed out. Now it left very little time to react to things. And the progression direction being a shorter axis of the screen didn't help here either. Of course if it was more zoomed out, the difficulty would change drasticly.
Anyways, all in all good job guys! :thumbsup:
@superpokeunicorn happy you liked it, I understand, this isn't the type of game I usually play either, but this time we just went with it and polished everything out of it.
@radziogadziopl pretty sure I saw you on the board once ;)
@antti-haavikko wow, I'm amazed by your feedback, thank you so much! Also it's incredible how high you scored, I had my friends try it (some of them crazy gamers) and none of them got so far! I have to agree with you that the procedural generation is imperfect, especially because it is supposed to supply you with enough oxygen, but does not always place it where it is reachable. I like the idea of additional scoring options like multipliers, we did not think of that! Hindsight, we also came to the conclusion that the format of the game is impractical, a vertical instead of landscape format would have been more useful. But we did not think about that at first.
It makes me proud that you liked the soundscape, I put a lot of effort into it. Thank you so much for taking the time and giving such detailed feedback :)
The biggest problem for me was that some hazards appeared of screen, which made them really hard to react to.
Great job!
Anyway, I liked this game a lot. Really creative job on the different enemies and adding them progressively as you go deeper. I liked how the music gets faster with the game. Had a lot of fun, good job! :) 

@sarafilipa thank you so much for your motivating words!!