Strontium Submergence by Lintfordpickle

Backstory
You are a submarine commander, captaining a new top secret nuclear-powered submarine. This new power source provides almost unlimited energy, but it is a little unstable, and somewhat prone to exploding if shaken too much.
If the coolant reaches unstable levels, you'll almost certainly die. So don't get shot too often.
Controls:
W, A, S, D - Controls your submarine Up Arrow - Fires Surface Missiles Right Arrow - Fires Torpedoes Down Arrow - Drops Barrel Bombs

Missing:
There are a few things only half implemented, which I will try to add in the coming days (in a post-jam version):
- Key Binding Screen
- Sound options screen (especially for volume)
Development
As with my own games, I used my own LD Engine for this entry. The game was written in Java using LWJGL/GLFW with OpenGL and OpenAL. Originally I was going for a compo entry, but I had a hard time creating the levels (waves) to play the rest of the game on, so I ultimately took the extra day to make the title screens and a long level to play on.
Before the theme was announced, I had already settled on making an arcade shmup. Once the theme was unstable I immediately thought about something nuclear being unstable, and recent news events brought me onto submarines. A little google fu revealed a great looking submarine game called 'In the Hunt' which I used for inspiration for the assets.
Changes
- Fixed a pretty big bug with the collision detection - previously all the projectiles were being rendered with a incorrect offset (-w/2,-h/2), so what you saw was not actually where things were in the simulation.
| Source Code and Assets | https://github.com/LintfordPickle/ld49---Unstable |
| Windows Exe (bundled JRE) | https://lintfordpickleld.itch.io/strontium-submergence |
| Original URL | https://ldjam.com/events/ludum-dare/49/strontium-submergence |
Ratings
| Overall | 441th | 3.738⭐ | 23🧑⚖️ |
| Fun | 410th | 3.714⭐ | 23🧑⚖️ |
| Innovation | 877th | 3.19⭐ | 23🧑⚖️ |
| Theme | 1168th | 3.048⭐ | 23🧑⚖️ |
| Graphics | 243th | 4.214⭐ | 23🧑⚖️ |
| Audio | 305th | 3.738⭐ | 23🧑⚖️ |
| Humor | 860th | 2.738⭐ | 23🧑⚖️ |
| Mood | 794th | 3.381⭐ | 23🧑⚖️ |
| Given | 17🗳️ | 18🗨️ |
Effects worked with gap, it was always far behind my torpedoes.
My only issue (and it might be a bug based on your description) is that the only way coolant goes down is if you fall behind. It seems easy to implement that it would go down with shooting or just at a fixed rate and the player would have to surface to "vent" (it seems the idea was going this direction :thinking:). Also a score or distance marker would have been helpful to feel a sense of progression.
Source code is [here](https://github.com/LintfordPickle/LintfordLib)
Tbh, the coolant thing is a non-feature. I originally built the game on the premise of the coolant being unstable, but I just couldn't balance the game enough to make it feel like it was working, without massively increasing the difficulty curve.