DEPTH CHARGE by JovialKnoll
Arcade-inspired, see if you can guess the inspirations. Dodge and shoot! Get submarines before they get you!
I spent a lot of time working on the movement / aiming, let me know how that feels.
Works with controllers or keyboard! Using a controller with a d-pad is recommended! - AIM with D-PAD, CONTROL STICKS, WASD, or ARROWS - SHOOT with A BUTTON, Y BUTTON, X KEY, [.] KEY, or SPACEBAR - MOVE with SHOULDER BUTTONS, X AND B BUTTONS, [,] AND [/] KEYS, OR Z AND C KEYS - PAUSE with START BUTTON or ESC KEY - CHANGE OPTIONS, EDIT CONTROLS, and RESET CONTROLS here - also LOAD and SAVE here - while on the title screen or in the score screen - if you want your high scores saved - TAKE A SCREENSHOT with F12
Has a readme, take a look!
You can also check out builds on the itch page instead of the github links below, if you'd prefer.
tools: - python, pygame, jovialengine - pycharm, notepad++ - paint.net - sfxr, recordings, audacity





EDIT: post-submission made a minor addition to default controls. Details here: https://github.com/JovialKnoll/ludum-dare-57/commit/b56421ef5b2a29789f10e8f633e6d67b3f274cf5
EDIT: I'll leave it in for judging to be fair but I figured out the bug with your score occasionally showing as 0 despite populating the high scores correctly: https://github.com/JovialKnoll/ludum-dare-57/commit/01c4d1f129f41d0b273e016baf0415cb7179b7c8
Ratings
| Overall | 165th | 3.395⭐ | 21🧑⚖️ |
| Fun | 175th | 3.184⭐ | 21🧑⚖️ |
| Innovation | 182th | 3.132⭐ | 21🧑⚖️ |
| Theme | 183th | 3.4⭐ | 22🧑⚖️ |
| Graphics | 258th | 2.8⭐ | 22🧑⚖️ |
| Audio | 176th | 3.079⭐ | 21🧑⚖️ |
| Humor | 152th | 2.694⭐ | 20🧑⚖️ |
| Mood | 192th | 3.211⭐ | 21🧑⚖️ |
| Given | 33🗳️ | 37🗨️ |
That said, at least with the Windows default layout, this game is very hard to play.
I'm sure you get used to the movement keys being on , and / or Z and C but the game forces you to move right away or else you die immediately. Not much time to get bearings even with multiple resets. Also the fire button being on . and X makes this a bit extra challenging. There are a lot of accidental presses.
I appreciate the meaty and well featured menu for changing things like key binds. However, for me it was a bit glitchy with what was displayed when changing keys, and I found it a bit difficult to do controls remapping
I think you would get a lot stronger immediate impressions if you were you remap the controls to something much more accessible. I think even putting fire on space bar would go a long way, as a lot of the awkwardness comes from it being right in between the movement keys.
I also would like if the game were balanced around a limited fire rate as you can just kinda spam bullets like crazy. I bet even holding the button to auto-shoot would be a lot of fun, without requiring the dexterity.
Really neat lil game and again I think this nice menu is a sick feature to have. I think the biggest issue is the accessibility.
The dual controls are two hard for me! I would have reversed them, I am use in the other entry to move myself with asdw or arrows. It seems that I lost by touching an already explosed ammo? not sure.
Cool entry, thanks for the mac build.
It's nice to see you have used github extensively (107 commits! I managed 20 or so) during the development process of the game.
I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have also created badges for the readme that you can use:
```


```
Consider using these **topics** to make your Ludum Dare entry more discoverable:
- `game`
- `game-development`
- `ludum-dare`
- `ludumdare`
- `ludumdare57`
- `ludum-dare-57`
- `ld57`
I played on keyboard (with the space key in your new version), and I thought it was pretty intuitive, but it definitely felt like a game that'd work best with shoulder buttons.
Having to manage movable space (that's not hit with an explosion) was a pretty neat dynamic. I'd be curious what the skill ceiling is. Is there a difficulty curve to how many submarines show up over time?
Also, my scores:

The difficulty curve is something I'd like to improve with a post-compo version, but one does exist, in the code base here: https://github.com/JovialKnoll/ludum-dare-57/blob/master/src/mode/modeplay.py#L106-L119
and here: https://github.com/JovialKnoll/ludum-dare-57/blob/master/src/mode/modeplay.py#L201-L210
TL;DR: one every 5 seconds, after 15 seconds another every 10 (offset), after 45 another every 5 (offset), at 60 another every minute.
Also the average speed of the ships goes up at 30s, 60s, 120s, 180s, 240s, and with some jumps the distributions also change.
By simple I mean the concept is simple -- I didn't think it was simple to control. At first I thought that was because I wasn't using a controller, but when I dragged out my old controller and hooked it up, I was worse.
I think I did best when I just didn't bother aiming (separately from moving the ship around) -- you can get pretty far if you just leave the aim pointing down. That does exacerbate another problem though -- since the charges lobbed at you by the subs only explode quite slowly, they can essentially box you in (especially at the sides of the screen.
I do appreciate the voice-clips (other sfx) and the hi-score table though (and the menu's, but that's part of the framework). (Nitpick; It's nice that it's possible at all, but it feels a bit odd to have to save the hiscore table manually...)
For the saving: I didn't have time to set it up for the compo, but that's a good suggestion, I'll probably do that for a post-compo version. As is I was just using the built in save functionality of my framework, but I should make options in the framework to have auto-save and load.
The controls are not the best, and initially I didn't see much reason to aim. The submarines can be really relentless, and trap you on the side where you can't really move
Keep it up!
It's a fun experience playing this game. Thank you for making this!