Rising Tide by VivianMochi

Catch some jellies and dig up some shells before the tide rolls in! A minesweeper + picross mashup that feels a little more like a strategy game than a puzzle game.
The Great Jellyfish Hunt
The aim of the game is to flag all the jellies and hit "submit", but they aren't that easy to find. The numbers to the left of the board indicate how many jellies are in each row, and finding seaweed means there is a jelly on at least 1 of the 8 neighboring tiles.
Beware the Tide
Every tile you dig up will contribute a little to raising the water level, and digging up a jelly by accident will raise the water by 3 whole levels! If the water level reaches 10 at any time, it's game over. Occasionally you'll find shells, which can be used to completely reset the water level. These are powerful items, as you can use them to scout dangerous areas and then drain the water afterward!
A Nice Walk on the Beach
When you submit, all tiles will be dug up, and any unflagged jellies will be an issue (see the tide). However, all flagged jellies will grant you a point instead! All shells, flagged or not, will become yours, and you'll advance to the next section of the beach! Good luck! It's a looong beach :)
Controls:
Left Click - Dig
Right Click - Flag
F11 - Fullscreen


Changes Since Submission: - Change side indicator when row is done - Made water a little easier to see through - Added instructions to the console window - Added some more palettes
| Link | https://natelargo.itch.io/rising-tide |
| Link | https://github.com/natelargo/Rising-Tide |
| Original URL | https://ldjam.com/events/ludum-dare/50/rising-tide |
Ratings
| Overall | 17th | 4.184⭐ | 40🧑⚖️ |
| Fun | 32th | 4.066⭐ | 40🧑⚖️ |
| Innovation | 70th | 3.934⭐ | 40🧑⚖️ |
| Theme | 269th | 3.711⭐ | 40🧑⚖️ |
| Graphics | 19th | 4.447⭐ | 40🧑⚖️ |
| Audio | 8th | 4.338⭐ | 39🧑⚖️ |
| Mood | 24th | 4.167⭐ | 38🧑⚖️ |
| Given | 55🗳️ | 56🗨️ |
It always amazes me how people can come up with games that feel coherent and fully resting in themselves. Great job.
Some minor points of criticism: The color scheme can sometimes make the objects a little hard to read, especially when the water rises. I also would have loved indicators at the left that tell me once I have a row completed, either by accidentally revealing the jellyfish or by placing the flags.
It went really well until RNG was not in my favor and I was presented with this:

Either I didn't figure out how to solve this or I really had to push my luck, which was not on my side.
Anyway, a great game, had a lot of fun.
@ebbdrop Thank you so much!! It's definitely quite random, but there are some tricks to finding them! Start by revealing the safe rows, and then follow around the seaweed you find to get a good idea of what areas are unsafe. If you found some shells, you can test out some dangerous squares and then drain the water afterward! Once you think you have a good idea where the jellies are, flag all the squares you can and submit!
One question - Where can the seashells spawn, and is it possible to know if a shell is touching a jelly?
@david-york Thank you so much!! <3
@constantine-pallas Thank you! I think the next thing I want to add is a mute button and palette swapper, so you can lock-in your favorite palette you've unlocked :P Also, the shells can spawn anywhere, so they could be blank OR have seaweed underneath. I may try to change that, I'm just not yet sure the best way to do that. Thanks again for playing!!
Took me awhile to get the hang of it.

@save-sloth-studios Thank you! Minesweeper-like is my favorite genre :P
@bentekiller Thank you! Yeah after coming back to it it's pretty darn difficult right at the start X - x
Maybe I'll try to squeeze in a practice mode with only a few jellies :thinking:
@rhewid Thank you so much for the kind words!! I too have hit many innocent jellies ; _ ;
Really feels like a full game. Definitely one of the best games this time. Great job!
Sometimes I felt like I had to rely on luck a bit too much (seaweeds only give very basic information), but otherwise I had tons of fun playing. Congrats also for the music, which was still ok for me after my very long playing session.
If you want to see my thoughts on adding a new rule to make the harder levels more enjoyable, check my next post down!
The graphics are perfect for the overall mood and the game is presented in such a clean way, it really feels like a complete experience.
My best right now is 41, and while I do think there could maybe be some more mechanics to help with the longevity or to avoid repetitiveness, it's a very solid entry!
I really appreciate all the words of encouragement and enjoyment <3
Also @chaoscomposer I had never heard of DemonCrawl but OMG I just looked it up and I may have to get it XD
**~~ So I want to talk about LUCK, and how adding a new rule to the game might make later levels much more enjoyable. ~~**
I've had a few ideas so far (a few of which @superpokeunicorn also thought of)! The main issue is when there are several jellies grouped up, there is NO way to determine what is where, other than digging randomly and hoping to start eliminating blank tiles, or revealing jellies so that you can drain and then not worry about them during submission. To sum it up:
**Issue: A horizontal cluster of jellyfish can be virtually impossible to resolve, even if you take a few guesses.**
It's important to note that a vertical cluster of jellyfish isn't too much of an issue, because we have the row indicators. Also important to note that revealing tiles around a known jellyfish is almost never worth it, because it will always be at least a seaweed, which doesn't give us any new information to help resolve anything. I think we want a solution that encourages uncovering potentially dangerous tiles to gain info.
**Potential Solutions:**
**A. Column Indicators:** Like the rows, numbers along the top telling how many jellies are in every *column*
**B. Jelly Spacing:** Jellies will never be directly adjacent, vertically or horizontally (diagonals are ok)
**C. Starfish:** When a seaweed is near 3+ jellies, it is a starfish instead
**D. New Ability:** Something like drain but focusing on info gathering. Maybe it lets you place a 3x3 grid somewhere tell you how many jellies are in that area? Maybe combine it with **A** and let you place an indicator on a column of your choosing?
Now I'm personally leaning towards **C**, as it takes what would otherwise be useless seaweed around a known jelly, and turns it into a GOLDMINE of info. Finding seaweed next to a jelly would mean that there can only be 1 more jelly in the 7 remaining tiles around it! 3 jellies lined up would also become incredibly clear. Or maybe this works well with **B**, as you could safely pop the 4 tiles adjacent to a known jelly.
I can mess around with the other ideas too, but this is all still just swirling around in my head! Anyone who reads this, please let me know what you think of these solutions, or present your own! I think the first couple levels feel really good, but there is definitely something missing to make the harder puzzles fun and less of a luck-of-the-draw situation! I really do want to strive to make this game the most enjoyable experience possible. Thank you all for playing!! <3
I honestly think with a bit of polish you could easily sell this game.
One other thing I meant to mention is that my go-to strategy is to flag everything once I have enough flags to do so since there seems to be no penalty for flagging a safe tile. With that strategy I got to 103 points before I had had too much beer and couldn't focus well D:
For jams, it's a really nice QoL addition to include volume controls. Your game ran a bit on the loud side and the volume scaling with water level made the audio range pretty wide. Even if it's just a master volume slider, that can be nice for folks.
Uncovering seashells felt a little weird sometimes. I quickly found out that seashells are worse than other squares in that they're neither seaweed or blanks, so they gave no information about adjacent jellies. Perhaps removing them from the board and replacing them with more information might make them feel a little better?
I really liked the mashup of picross and minesweeper. I'd love to see this combo explored more and it got my brain juices going thinking about other ways to mix and match these two. Great idea!
Congrats on finishing the jam!
@harrison-dunn Thanks so much! Sorry about the volume, I'll at the very least try to get a build with a mute button out in the next few days! Also yeah I was originally going to try to have the shells disappear when you collected them but I couldn't get it to look right, I'll see what I can do! Thanks so much for the feedback and for playing!
I do like your idea of a starfish to indicate clusters of 3+ jellies. It might still involve a bit of probing around to work out what sides they were on, so wouldn't totally break the game, and more than anything it would avoid the situation I ran into a few times where sections of a level were more seaweed than anything. I also wonder if the shells could be reworked a little so they didn't stop a tile from helping you. Obviously finding one is a win overall, but occasionally they pop up in places that would have really helped to work out where everything else was.
Things I really like:
- Fading in multiple tracks as the level rises, that's a really clever way to bring attention and also tention into the game
- The music in itself is very cool, and fits the game well
- Tetris-style palette changes are cool really help bring some variety in otherwise very similar levels.
- The gameplay itself is a great idea. It's fun to explore the patterns and see how few digs you can get away with and still get it right.
One of the things I discovered pretty late was that you had way more flags than there were jellies, so you didn't could mark non-jellies without much penalty except maybe missing a drain powerup. Maybe it could have been communicated better somehow that it's fine to mark tiles that are not jellies?
Having the drain powerups carry over to the next level helps keeping the game fun from the start as you want to save up for the later harder levels, but it also means that you don't really get a feel for the ramping up in difficulty until it's really hits you and you're out of drains.
Also, the sound effects feel really nice. Submitting a level feels great.
It's kind of weird to put this as a feedback on a jam game, but I really missed being able to save the game and return to it later.
Overall a great game. Definitely on of my top three this jam.
Oh, and section Q was just ridiculously hard.

By the way, I'm impressed by the music, the loop is not really long, but it's not boring or annoying. It just fits the game perfectly. That's not an easy thing.
@johanhelsing Holy moly you got INSANELY far!! Definitely the highest score I've seen so far! Totally agree with all your feedback, and I'll try to get saving/loading done for the post-jam version :P Thank you so much for playing!!
@chocolat-endive Thank you!! I really appreciate the kind words. And I'm really glad you like the music :)
@bentglasstube Haha thanks so much! I'll have an updated post-jam version done soon with some new stuff to play around with! Also, it goes on forever! However, I never really expected anyone to get that far, and the difficulty gets insanely unfair. I'll try to fine-tune the difficulty curve later in the game, to make it actually enjoyably infinite. Thanks again for stopping by!
The mechanis are very clever. It is kind of like minesweeper, but without the 100% certainty. Sometimes you just have to take the right risks to get information that can help you further. The game nicely helps you to do this with its shell system, meaning that if you happen to hit a jelly it is not the end of the world. I think it was balanced really well, such that hitting a jelly hurts, but is not completely devestating. I also loved the art. I have a soft spot for pixel art, and this is exactly the kind that I like. On top of that the audio is great, with rising tension as the water rises. That you were able to all of this at such a high level in a compo game is truely awe inspiring I think :D
I have two really small points of feedback. One is that I did not realise at first that I could place more flags than there were jellies. Given that this plays very much like minesweeper I assumed this mechanic would be the same as in minesweeper. I know the number of flags is on the screen and I figured it out after some runs, but just something I noticed :) Secondly is the rules around the shells. I think the entire game had a very strict set of rules, with the number of shells in each row given and the well-defined meaning of seaweed. However it was unclear to me at first what it meant for there to be a shell somewhere. I assumed that a shell also meant that there would be no neighbouring jellies, but this quickly turned out to be false.
I think this game is amazing and by far the best game of the jam I have seen. Maybe this is also because these kind of puzzle/strategy games are right up my alley ^_^ If you decide to release it as a full game sometime I would probably buy it :D Really amazing job!
@wuppos Thanks so much!! I'm so happy you like it so much :blush: Thank you for the feedback aswell! Keep an eye out for the post-jam version! It will have some new stuff to play around with!
@aeveis Thank you so much for playing!! And I'm glad you like the color shifting, it took me multiple hours to implement :smile:
Looks like this game is all about blank tile since it tells me there's nothing around it.
As other guys already said, it would be great if there's some other indicator to guess the position of jellies. Great work!