Veiled Ocean: Echoes of Nautical Grief by WiredOverload
Intro
Welcome to the Veiled Ocean: Echoes of Nautical Grief, a touhou-like game, but with fish this time. Use your sigils to change elements or try to find the secret sigils for more.
Controls
- Arrow keys / WASD to move
- Space to shoot
- Z / Shift to slow down and initiate summoning
- P / Esc to pause

How To Play
Veiled Ocean: Echoes of Nautical Grief is a classic shmup with an interesting "summoning" mechanic twist. Apart from shooting your way to victory and dodging a hell storm of bullets, you'll need to summon your elemental shifts to effectively eliminate the enemy. Look at the How To Play page in game if you're confused.

Credits
- @Alchemic: Programming, boss design
- @karkadan: Programming, level design
- @chume33: Programming, jam house host
- @Arnenia: Music & sfx
- @Gizmolo: Programming, summoning design
- @WiredOverload: Programming, scrum lord, vfx
- @xxAtrain223: Programming, bullet pattern design
- @Montjuleant: Art
Tools
- Godot 4.3.dev5 - Game engine
- Aseprite - Artwork
- Presonus Studio One 4 - Music
Assets
Ratings
| Overall | 944th | 3.24⭐ | 27🧑⚖️ |
| Fun | 883th | 3.135⭐ | 28🧑⚖️ |
| Innovation | 1034th | 2.846⭐ | 28🧑⚖️ |
| Theme | 968th | 3.12⭐ | 27🧑⚖️ |
| Graphics | 728th | 3.519⭐ | 28🧑⚖️ |
| Audio | 556th | 3.26⭐ | 27🧑⚖️ |
| Humor | 663th | 2.896⭐ | 26🧑⚖️ |
| Mood | 879th | 3.25⭐ | 26🧑⚖️ |
| Given | 25🗳️ | 30🗨️ |
Looks like it sometimes fails to detect several keys at same time (shoot + make a diagonal seems impossible)
But it is fun and the idea is great and original.
The principal mechanic of drawing your spell in order to cast was nice, but in practise it didn't land so well, since you could not really do it mid level because everything is flying at you.
Thanks for the submission!
Was especially tough trying to draw specific sigils while under enemy fire
做得不错, 加油!
This could be better if number of bullets were reduced and player could change spell faster.
Gameplay is eh, using the various shots is negligable at best, OP at worst. once you got a type going, you barely need to do much since enemies have such little hp. Drawing as a mechanic is hard to do once you have to actually dodge things, so I think that needs to be addressed.. In fact, the gameplay wouldn't be impacted too much *without* the summoning mechanic and be your average shmump.
shotgunning using fire decimates both of the bosses in a few seconds. Really needs balancing.
art for the characters is neat, though the enemies looking same-ey is not exactly the best when the game needs you to focus on dodging bullets and analyzing the best element to use.
and bullet design...
for the player it would be appreciated to reduce the opacity of player shots, I can barely see the enemy shots with that
speaking of the enemy shots, THEY ARE JUST THE SAME AS THE PLAYER'S, which is worse to see wether or not the bullets you have are yours or the enemy's.
I feel like this game needs a bit more baked in the oven
Good game!