Orange Diver: The Great Drown by Prostone

ABOUT
Oh no!
Orange Diver hit his head hard and needs your help avoiding naval mines and other obstacles. Steer the Submarine through the darkening sea depths to bring him safely to the ocean floor. Be sure to grab every oxygen bubble you find, so you don't run out!
The ocean is dark and scary, so keep a sharp mind!
CONTROLS (Also in-game)
Controller for movement recommended to make the game more fun! Sadly not implemented into menu yet.
- WSAD / ARROWS - Controls submarine
- Escape - Pause
- Space - Unpause (or click continue)
NOTES
This year we added two more team members and actually got a great audio! Also this time the game is more polished from graphics point of view since we had great artists helping us. Enjoy playing!
Feel free to comment and don't forget to post your high-score!
Also: What's at 400m? :fire:
TOOLS
- Unity 2020
- Visual studio 2019
- Adobe Photoshop
- MS Paint
- OneNote
- Audacity
Ratings
| Overall | 700th | 3.637⭐ | 53🧑⚖️ |
| Fun | 616th | 3.539⭐ | 53🧑⚖️ |
| Innovation | 707th | 3.392⭐ | 53🧑⚖️ |
| Theme | 406th | 4⭐ | 53🧑⚖️ |
| Graphics | 1017th | 3.598⭐ | 53🧑⚖️ |
| Audio | 615th | 3.53⭐ | 52🧑⚖️ |
| Humor | 431th | 3.327⭐ | 51🧑⚖️ |
| Mood | 695th | 3.65⭐ | 52🧑⚖️ |
| Given | 43🗳️ | 46🗨️ |
I loved the game, it's both fun and relaxing... and the art and atmosphere are touching (the lighting really add something) <3
https://youtu.be/rCfIoJGG3mQ
But good job your game is great and your physics is really fun ^^

In fact part of the audio (die feedback for example) and part of the visual graphics (side tiles) are out of the atmosphere and the whole artistic concept. But it is so 1995 too! Guys think on that: it is not a mobile game or casual standard game - it is a windows 98 CD Game!
https://www.twitch.tv/videos/1007237865
Feedback done on stream (from what i can remember, could be incomplete) :
**Positive :**
- Having to keep a diver alive while you're moving around with a submarine and he's attached on a rope was an original idea.
- Graphics are nice overall, it was nice seeing all the sharks, medusas, octopus etc... going around. It really gives a good mood.
- The water becoming dark we go further + the change in audio after the 200m gave a nice atmosphere change.
- The menu illustration was simply beautiful. Congrats to the artist.
**Negative :**
- There's a bit of a dissonance between the setting of the unconscious diver & having to go deeper. Bringing him back to the surface from the depths would make more sense (though not fit the theme).
- There's a lot of sea life, but they have no actual impact on gameplay except medusas. It was kind of disappointing. It would have been interesting to have to dodge sharks Also, having a bit more variety of fishes could be good (though it would have been complicated in 72h) with different fishes at different depths (ie. sharks & small fishes near the surface and octopus and the like deeper).
- Keeping the submarine alive is kind of easy compared to the diver.
- Death sfx doesn't fit the mood much.
- End Screen comes out from nowhere and is bit out of mood.
I really like the atmosphere of the game, the scenery is very alive and the lighting is well-employed.
I did mention some things could be improved on the stream, but I'll expand here:
- The diver feels a bit floaty and difficult to control, maybe adding some more drag to the diver would make it more plausible for an underwater environment and make the controls more stable. It wasn't too bad, though;
- The pickups are rather hard to see: pearls are a bit small and heart is very hard to see when it gets dark;
- The background sea life is very fitting, but the larger ones seemed to be part of the playfield initially, an I was instinctively avoiding them. Consider using a visual hierarchy of color to separate foreground from background, such as using a fog color layered over non-interactive elements, or having them be less affected by light. In fact such hierarchy could also help ensure your pickups remain readable, too!
- It would be interesting if the jellyfish were interactive hazards, right now they are very meek obstacles mostly for mood (with the light-emitting ones). If you just want them for mood, consider disabling collision with the player (and employ the visual hierarchy above). Or if you like the idea of making it interactive, they could damage the diver but only when touched from below.
Super fun game, I loved the physics, the game loop and the promotional poster straight out of old movie style. It may be a bit hard to realize that most object, in the foreground and background are not harmful. At first hand, I would assume that a shark with red eyes is dangerous to the diver, but no, it isn't.
We had a blast playing your game! thanks
Nice game overall! I liked the derpy dangly boi mechanic. I definitely expected the sharks and such to hurt me, that confused me at first.
here is my playthrough of your game, I really enjoyed it! I hope you enjoy my playthrough as well!
https://youtu.be/2TBEYIayBx8
https://youtu.be/aHUsWQeZHns?t=6120
I actually wasn't a huge fan of the physics-based power-up system interacting with the submarine and the rope initially, but I surprisingly got good at collecting them over time as I learned to control the rope a little more, and using it as a net to gather said power-ups. I'm not sure it was intentional, but I do confess learning how to utilize the tether between the submarine and diver was really gratifying. There's a lot of depth from playing around with the rope alone, and utilizing the wonky physics to create some complex and useful behavior. I think exploring more with that mechanic, such as making both the submarine and the diver controllable, would create some really interesting opportunities.
I thought the game gradually getting darker was a really cool feature and helped set the mood well. Both the artwork, lighting, and audio really helped the mood of the game. The serious tone, though, did clash with the comical rope physics. Additionally, the lack of animations, and how every sea creature reacts to your boat like an inanimate object damper the presentation a bit, making them feel like mere physics props than actual animals. Would like to see the presentation of the game polished a bit more.