Stars In The Deep by angry_fridge
Dive deep into the ocean to collect a mysterios item that has fallen from space! Navigate against obstacles while battling the crushing ocean pressure the deeper you go!
Use the arrow keys to control the submarine. Press C to collect the special item.
The tools used to make the game: - Godot 4.4 - Aseprite to draw the assets - freesounds.org for sound effects
| Link | https://github.com/Kristiyandz/ludum-dare-jam-57-depths |
| Link | https://kristiyan-day.itch.io/stars-in-the-deep |
| Original URL | https://ldjam.com/events/ludum-dare/57/stars-in-the-deep |
Ratings
| Overall | 658th | 3.224⭐ | 51🧑⚖️ |
| Fun | 620th | 3.102⭐ | 51🧑⚖️ |
| Innovation | 745th | 2.724⭐ | 51🧑⚖️ |
| Theme | 136th | 4.153⭐ | 51🧑⚖️ |
| Graphics | 576th | 3.367⭐ | 51🧑⚖️ |
| Audio | 464th | 3.075⭐ | 42🧑⚖️ |
| Humor | 325th | 3.083⭐ | 50🧑⚖️ |
| Mood | 621th | 3.265⭐ | 51🧑⚖️ |
| Given | 36🗳️ | 76🗨️ |
I do think the movement felt a little awkward, I imagine that is on purpose to make the navigation a little more difficult, but it felt a little bit frustrating to have to go left and then alll the way to the right to get another salvage.
I assume the reason is to make the game last a little longer and to help set the feel and pace so the ending has a more WOW factor. I think that's good, but maybe a little higher of a max speed, so moving from left to right for a long time you get up to a bit of a faster speed could be good.
But I really like the general game premise, and was a fun one!
The only thing, I would reduce the collider size for the bombs and make it more rounded. I often got stuck on the corner of a bomb where visually was nothing.
@franz267 thank you! For the audio effects I used freesounds.org, I did not create them myself but I did my best to pick only the sounds that fit the game. The tentacles having an outline is def a good idea and it will make them more prominent for sure!
@jscommander thank you so much and I am really gald you liked the twist! Yes, the colider size has been a consistent feedback so that will def be fixed first, I hope this did not cause too much frustration. Thanks a lot for playing anyway!
@the-stewarts thanks a lot for playing and glad you made it! Yes, the controls are not quire right, I tried to get something that resembles a submarine in real water but it did not quire hit the spot. The resolution comment is actually a really valid point as I used a mix between 32 and 64px sprites which I see now creates incosistency. Yeah, dash is a good idea, I think I will plan an updated version of this game at some point where I address all of the feedback. Thanks a lot for playing! <3
One of my pet peeves is seeing pixel art scaled up to different multipliers, I can';t help but point it out every time I see it. Though The Stewarts already noted that as well.
Fun little game, nice work!
Not a groundbreaking game, but a game none the less. Only issue I encountered was that the mine colliders seem bigger than they should be, but once I realized that it was easy enough to avoid. The pixel art looks good, only thing I'd want changed with it is just adding more variety, but thus is the nature of jams. A future version could have different types of floating debris moving in different patterns, hostile creatures stalking back and forth, etc. I couldn't figure out what the collectables were doing, if anything, but overall a nice little game.
Would also have liked to see salvage tracked in the UI somehow. I picked up 2 or 3, realized they didn't seem to be doing anything for me, and then started ignoring them. If it was being tracked as a visible score or the like, I'd have focused on them more.
This was enjoyable to dive into (pun intended)
@flaterectomy thanks a lot and I am really glad you liked it, this being my first game ever means a lot! Also yes, this is really good feedback, what happened was that I left the art literally at the end and was scrambling at the end to make the assets but I def learned the importance of keeping things consistent! Thanks you for taking the time :)
@cameronpenner haha, yeah, I tried to make something simple yet a bit butt-clenching! Godot is absolutely brilliant to work with and I think it would be my primary enginer for the future, really liking it so far, it just enables me to put something that can be accessed quickly which helps a lot with people playing my game. Thank you for playing my game =)
@darkwolf thanks a lot and thank you for the feedback, it is really useful and hopefully it wasn't too frustrating to play! Yeah the collectables were supposed to be power ups and give you either speed or repair the hull, but ran out of time for that so it sorta remained like salvage, serving no real purpose and it was just easier to make it as a metric at the end but def understand where you are coming from. Thank you!
@mcovert yeah the slowness proved to be a bit of a problem, I aimed at trying to simulate what it would be a real submarine moving under water but missed the mark with it. The salvage issue is totally valid, it was supposed to be something else and I see it serves no real purpose. Really appreciate the feedback, this will help me make the right changes! Thank you :)
@ricesteam my pixel art skills are basic as they come and had to look at other online references and adjust that, I think you just need a little pracitce, in my case I think I have a total of 10 hours practice with pixel art. I wouldn't worry too much about the art, its the effort that counts. Thank you for playing my game =)
@jonasolsson really happy you liked it and thank you for taking the time to play my game, it does mean a lot :)
@planetary thanks a lot! Yes, the movement is not quite right, I think I was too ambitious with making it feel like it moves through real water, I hope it wasn’t too frustrating and thank you for your time to play my game and to give me feedback =)
Since this if Godot 4.4 you should go into the key assignments and make WASD the same as the arrow keys. I a Valheim and WoW player and all my actions are with my left hand.
To Collect instead of the letter 'C' just a click on the object, see if you are close enough with a raycast and pick it up.
Its a great start, maybe just some fine tuning. I will say this yours is one of the few games that had a clear use of the theme,
The surprise at the bottom of the sea was great, I had no idea what was coming.
@vidarn glad you found it enjoyable and thank you for the kind words =)
But cool game! :)
Tell me it was you who made the monster scream!
@aune glad it made you laugh! Yes, I tried to make it a bit high stakes on the way up but not too much, glad you liked it. Haha, no it wasn't me sadly, it was an asset from freesounds.org. I did plan to do some of the sounds like the monster and the propeller sound myself but I came really unprepared for the sound work (just did not know where to begin with making custom sounds) and scrambled at the end to find something that works and this is a huge learning for me and will come a lot more prepared for the next jam
@mibi88 yeah, I had a planned system for the salvage to give more integrity or weapons but ran out of time to implement the system and just had to leave them as salvage boxes that really do not do anything, I understand why this was confusing. Thank you so much for playing my game!
Nicely done :)

Great idea with some potential, like make several levels each need to go deeper, or make them procedural, etc. Good luck.
@static-leap-studios glad you liked it! Yeah, I messed the hitboxes on the mines, hopefully it wasn't too frustrating! Thanks for taking the time, appreciate it!
treasure, before crossing trigger line (which in source needed to be crossed from below - but player is above). So eventbus in not called, event not fired and spawner timer not started. Also, I think spawners keep firing every 2 seconds afterthat, so when you see mine moving, its actually pack of mines in one place and they're keep growing, so game can slowdown eventually, probably you wanted One shot timers. Have a nice day!

@sam-flemington thanks a lot and glad you liked it! Yeah I think the slight tilt was a nice touch, for platform-like games when going up or down it is not always visible so I thought a slight tilt might be a good idea.