The Icarus by PowerAnze


Story
A mysterious disappearance. A submarine going deeper and deeper in a cave below ice. Strange creatures.
Follow a deep-sea biologist and his crew on a mission to rescue the "Icarus" and the lost family on board. Steer your submarine through tunnels, using only a sonar system. Be guided by waypoints left behind by the vanished family.

Tips
- Pay close attention to the UI, all neccessary information is in there
Play the game in fullscreen and with headphones for the best experience
There is an effect showing the direction towards the next waypoint

How to play:
Goal: Collect all waypoints and find the "Icarus". Pay close attention to all data on screen to navigate!
- Q/E = down/up
- W/S = forwards/backwards
A/D = Turn left/right
Space = Use flare
You can hover over the Help paper (left bottom corner) or over the paper in the right side to open Help/Notebook
OR
- H = Open "Help"
- 1-6 = Open Notebook pages
Sound Design is an adaption of creative commons sounds
Link to the Web Game
The Windows Build is also downloadable from https://hakugames.itch.io/the-icarus
Changelog
- 1.1 Fixed some particle ghosts of the sonar
- 1.2 Fixed some UI Jitter, and faulty particle spawn behaviours
- 1.3 Renamed "Target" in UI to "Next Waypoint" to remove unneccesary obstruction
- 1.4 Added Quit Button and Windows Build
- 1.5 Removed Quit Button from HTML5 Build
- 1.6 Fixed Hole in Terrain where players could get lost in
| Link | https://hakugames.itch.io/the-icarus |
| Link | https://hakugames.itch.io/the-icarus |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-icarus |
Ratings
| Overall | 105th | 4.145⭐ | 71🧑⚖️ |
| Fun | 390th | 3.717⭐ | 71🧑⚖️ |
| Innovation | 17th | 4.428⭐ | 71🧑⚖️ |
| Theme | 30th | 4.464⭐ | 71🧑⚖️ |
| Graphics | 266th | 4.261⭐ | 71🧑⚖️ |
| Audio | 105th | 4.152⭐ | 71🧑⚖️ |
| Mood | 58th | 4.406⭐ | 71🧑⚖️ |
| Given | 80🗳️ | 77🗨️ |
I would play a full game of this.
One thing that maybe make navigation easier and I don't know was it intentional. When you rotate or going deeper - dots from radar is moving with your motion, but when you moving in your level plane, they stay in place, only new dots are can help you to understand where are you. So maybe they should move too?
I would love to play this maybe on a smart watch with haptic feedback and using the Digital Crown to turn around and up and down.
Great job!
I've got to say this game is insanely well designed. I understood de UI pretty quickly, and it blew my mind that I could "see" the level layout just by looking at a radar.
This is one of the winners for me, congratulations!
Did you notice the effect that is showing the direction towards the next waypoint? It is easy to miss when playing, but it might help you find the way.
Keep ut the great work, following hoping for more interesting games in the future!
Super fun and innovative game! Super nice atmosphere drawing from both visuals and audio alike! Amazing!
I think punishing the player a bit with hitting walls would have added to the immersion (which is already great): with the number of lives you put here, it might have been too punishing but adding a bit more health or making 2 or 3 hits before losing 1 life could do the trick imo.
anyways, congrats for this game, great experience
If the game wasnt for a jam I might have added a real health system, but I didn't want to punish the players too hard for not understand a movement system with is probably new to every player. I pondered capping the health at 1, so the players would still have tension but I think restricting the hull getting damage down to just events does a greater service to the story. I also didn't want to force players to replay a relatively slow game when there are thousands more games waiting to get played. In short, I get the sentiment and with more time I would probably implemented damage in some way or another. Thank you for Input!
I would also like if the controls were displayed in-game :)
The mood, the immersion, the game design, the choices you made to make the game confusing and yet readable... I am truly impressed by your game.
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1004825468?t=0h41m56s
As far as the gameplay goes, I enjoyed it, but I do feel like it is rather minimalist. Navigating is a fun challenge in and of itself, but after a while it does start to become a little draining. Basically, in the last third, I was kinda just waiting for something exciting to happen. I feel like you would need to implement some more mechanics and interactions to mitigate that. Maybe use the flare a bit more proactively for some light puzzle solving? Or maybe make the events that do happen a bit more interesting, because although the many question marks are a good way of indicating unknown horror the first time around, I would have loved to see a bit of that horror at least later on so the game has a build up to it. Imagine you go down minding your own business then suddenly some organic barely distinguishable creature parts pop up on your screen, but it's maybe too late to dodge them now due to your radar's delayed vision. It would be nightmare fuel for me and many others, I can imagine. Regardless, these are all things you can explore in a post-jam version and don't take away from your fantastically polished and unique game!
One last point I have has to do with the story. I wasn't really engaged, honestly. I think that's because there wasn't enough of it and also because it didn't appear consistently. I kept expecting a new chunk for every way point, but that wasn't the case. This made the amount of story there not enough to truly grip me and also the rate at which it appeared not consistent enough for me to care. Additionally, due to the latter, I also felt it was a bit intrusive. I didn't have a flow that I could get into, I had to constantly be on edge for a new story segment and then stop whatever I am doing currently just to read it, instead of knowing: "Okay, I am at a way point, I can take a breather now and read the story bit that I just got". All worthy of consideration for a post-jam version.
Overall, fantastic work! All my criticism is basically just that I want more of it, and that is the best criticism one could get. Great work!
Roses are crimson
Violets are longing
Sugar is comfort
And so is belonging
You touch on many points that I agree with. An Idea I had very early but scrapped because of time was to have a camera or a porthole to look out through. Just imagine if you would look outside and some eldritch abomination would stare back. Some goes for the pacing and flow concerns you bring up and if I continue working on this game I will need to find some solutions that fit the game better. Again thank you very much for your detailed comment, I wish I could give you more than just one heart!
https://www.twitch.tv/videos/1006003249
But, that one issue aside? Amazing game, I loved it.
I was a bit taken aback by how "austere" things look but it help immersion, I quickly got into it. That was a risky bet to only have a sonar to see environment but it help immersion so much and make for a great gameplay. It shows you put some thought in it as it doesn't actually behave like a real sonar would (dots move when rotating even when the scanline is not scaning that area), and i'm sure that's better that way, for easier gameplay. No losing hp on the hull when hitting surface was pretty wise too, I wouldn't have finished the game as i get frustrated pretty quick. I could feel the pressure arround me. Honestly really good work on immersion and atmosphere. Now, my only complain would be about the GUI. For a moment I didn't understand that the litle semgent was pointing towards the objectives, i thought it was north. Now I maybe stupid but I thiink it could have been more obvious. I was only using the distance meter and playing like a "colder/hotter" game. My second complain is still about the ui as sometimes the tabs would cover that metter that i was using to know where to go. One last final "complain" is that I'm not willing enough to scroll through tabs or page of scenario, so, I didn't read any of those tabs, I'm the one to blame for my lazyness for sure, but I thinks some sorts of dialogue between the people inside the ship with you would have been easier for contextualization. All in all, that's a great game and I'm just pointing details trying to be constructive. GG