Deep Delivery by Savidiy
Complete all delivery orders, buy weapons and fight dangerous deep sea creatures!
Screenshots

| Link | https://github.com/Savidiy/DeepDelivery |
| Play in browser | https://savidiy.itch.io/deep-delivery |
| Original URL | https://ldjam.com/events/ludum-dare/53/deep-delivery |
Ratings
| Overall | 650th | 3.525⭐ | 22🧑⚖️ |
| Fun | 437th | 3.595⭐ | 23🧑⚖️ |
| Innovation | 726th | 3.175⭐ | 22🧑⚖️ |
| Theme | 405th | 4.095⭐ | 23🧑⚖️ |
| Graphics | 723th | 3.476⭐ | 23🧑⚖️ |
| Audio | 541th | 3.262⭐ | 23🧑⚖️ |
| Humor | 744th | 2.825⭐ | 22🧑⚖️ |
| Mood | 487th | 3.643⭐ | 23🧑⚖️ |
| Given | 23🗳️ | 13🗨️ |
A couple of spoilers:
Places where you can't get through - are puzzles, you have to get there in a different way (shoot through a thin tunnel or get a second gun).
In the first part (without weapons) there are two secrets for extra lives.
When you complete the delivery, you restore maximum lives.
Some areas seemed unfair as our submarine's width is a bit large, making difficult to dodge the obstacles sometimes.
I liked the music and the graphics style. Add some animations would make it even better.
Overall, a good job!
A few small criticisms would be, the ability to turn the orientation of the ship in place would have been nice, and some more complex AI for a few types of sea creatures, even one that just pathfinds in a straight line to the player, would have added some more challenge and *depth* to the game (pun intended :smile:). Additionally, the graphics were pretty simplistic. Even some hue variation in the cave stones would have gone a long way.
The audio was fun and really fit the mood. Level design was done well, and the checkpoint system complemented it nicely!
Overall, great entry!
The checkpoints were REALLY important, they let me avoid repeating large stretches of the game, but the way you can't re-use your last one also created a few tense moments of being very careful not to die!
I also enjoyed some of the puzzles that you first encounter in a way you can't pass them. "Lock before Key" is a common idea, but I especially liked the approach used here where it was ambiguous whether it was a lock or a dexterity test. For example I am thinking of the section after the fist major gun-gate where you go up and then there's a long vertical tunnel with falling rocks that MAYYYYBE you could dodge your way through, especially with the i-frames of your first hit, so.... I tried a few times, backed off and figured I'd find another way around. Sure enough, I did, and then after I got through that part, I found myself looping back around through that same vert corridor except now I was going downward so I could get through safely (one way trip tho). Total Metroid echoes with that kind of smart level design that sets me up for an experience, very well done.
Controls initially felt stiff and 3 seconds into the game I though, "wow this movement is not selling me on being underwater at all." But very quickly I realized the game HAS TO be like that, and I got into the world of what it was and didn't mind the stiff yet precisely controllable movement.
Art was charming and clear, an the music was a nice presence.
Well done.