DEEPLINE by designernap

Explore the depths of an abandoned underground facility Use your pulse device to ping old equipment and activate things but watch out! you may also alert long dormant security drones, who may attack you!
Gamepad and Keyboard Supported
Standard WASD and Game pad FPS controls
Right Trigger / Left Mouse to trigger Pulse A/ SPACE to Jump
Y on gamepad toggles look invert for pad
Download windows zip file, extract to play!



EDIT UPDATE: 13:00 - 07-April 25 - Bug fixed the audio issues with the drones and player, level select now works! Invert Y was resetting levels in some areas, this has been fixed.
EDIT UPDATE: 19:29 - 07-April 25 - Bug fixed with escape key alternating quitting and nothing correct texture now on the hand device bug in level blocking progress in lost silo falling damage fixed
TRAILER
https://www.youtube.com/watch?v=tpr2nfkjirI
Ratings
| Overall | 64th | 3.756⭐ | 45🧑⚖️ |
| Fun | 167th | 3.209⭐ | 45🧑⚖️ |
| Innovation | 106th | 3.512⭐ | 45🧑⚖️ |
| Theme | 126th | 3.686⭐ | 45🧑⚖️ |
| Graphics | 41th | 4.148⭐ | 46🧑⚖️ |
| Audio | 55th | 3.756⭐ | 45🧑⚖️ |
| Mood | 72th | 3.791⭐ | 45🧑⚖️ |
| Given | 63🗳️ | 73🗨️ |
Very good.
Some small bugs: I figure it was meant to be played with an XBox controller, because the menu says 'Press A to select' but I had to use arrow keys + enter; also had some trouble with my 'escape' key seeming to either exit to main menu, or full-quit the application.
Opening doors is a little funny, I figure there are/were plans to include more of a 'challenge' while waiting for the cooldown to ping it 4 times, would love to see this behave like an alert to the drones and each door lock sends another drone after you.
@javasaurus I have been practicing speed building stuff in Blender and managed to churn out a lot for usable assets that let me build this world. I recommend this guy for inspiration!
https://youtu.be/IVXuPJuAMJ4?si=kCWeTIEbl6303L7b
and thank you for playing and for the kind words.
@psychomonster wow thanks! high praise indeed! :D I had some fun learning shader tech to get the pulse working etc. Glad it has impressed :)
@thisyc gosh thank you! I am quite happy with how this one turned out. A LOT went into it!
@croze these are excellent finds! Thank you. Yes the escape one is a sticky one that I JUST fixed with a small update. Two buttons callign the same function. 1am blueprint spaghetti! and the main menu needs the dpad, you are correct. I couldn't get the sticks working and don't want to add functionality post-compo as that breaks the rules. and YES YES YES! I DID have that exact thing! But what I learned was it was impossible to balance with the spaces I had and the time left, so ended up leaving it to the player to kit the enemies away. Thanks for the feedback and for playing!
The only thing I wish I could have had was some more charges, but that's the only thing functionally I could nitpick at.
@gamwscodedogs yeah! Most of my entries are. I got very fast at blender and blueprints and l recently started learning shader stuff :)
@volkolak thank you! and yes, I desperately wanted to balance both the speed, range and recharge rate, but just ran out of time. Next time or maybe a post jam version...
@eugenik thank you! :D audio came it late and hot
@langotriel Thanks! I do give it my all with minimal sleep. I will look into making games professionally... sounds fun!! ;)
As part of the criticism, I can note that the glowing lamps do not illuminate anything and do not help much in orientation. On the third level, it was quite difficult to understand how and where I should go, especially with a bunch of drones on the level.
But in general, as a concept, the game works, i did not find any bugs, and I got some fun NGL. Great job!
Unfortunately, I got stuck on the second level, as I think. It was dark and unclear where to go, and when the area was illuminated by the pulse, drones were killing me :')
In any case, I see from the comments that many went further, so perhaps this is because of my inadvertence.
Thank you very much for the work done and your game!
@torte478 Thankyou! Means a lot
@vegeo yeah, same as the above comments, I need to work out why it isn't having the effect it had in editor!
@missfire thanks for the kind words! and yeah, I think I needed to make the layouts way simpler as people seem to get stuck on them.
Thanks everyone for playing!

The main menu and intro are so good that I've got a feeling that I'm playing a game published on Steam.
Scanning VFX is visually pleasing, and the audio adds a lot to that experience.
I was surprised when I realized that by scanning objects, I could interact with them.
And here are some of my thoughts on further improvements I'd like to see:
1 - Sometimes I find the fall damage distance a little too punishing. I died several times thinking that I could land somewhere safely. Just like there:

2 - Also, if I'm not mistaken, movement control in the air is totally absent. That sometimes scared me when I was trying to get off the edge of the platform carefully, and suddenly got a huge horizontal speed up (what I guess is caused by the nature of capsule collider), which I couldn't compensate in the air.
3 - It's a pity that the scanner falls back to a kind of torchlight with a noticeable cooldown when you are doing exploration. I suppose if the scanner had more than a single battery segment, I could progress through the level a lot smoother.
By the way, it's a very interesting entry! I hope to see a bigger version of it :)
@devilxrom - Thank you! so glad it landed well for you
@moondweller - aaaah thank you! this level of feedback is great. I absolutely agree with every point you have made too and can only answer with the old - "Ran out of time" excuse! I should probably have done one level less and more polish but I really try to push myself to get as much in as possible. Really wish I had left more detailed feedback for you on Spear Bird now as I really enjoyed it. It was reminiscent of "Luftrausers" but original in it's own way. It stuck out to me!
@commanderstitch - thanks for the kind word and glad you enjoyed it. I wanted to balance for more situations where you need to use the device but have enemies near... maybe one day!
It's very pleasant to hear you remember our game :heart:
And, of course, I understand the problem if “Runnin out of time”. You have already done a very impressive amount of work! I really enjoyed the game.
We get into this time-management trap every jam :D
Even this time when our team encounters 5 people!
But we overscoped once again :upside_down:
Impressive work!
@yorsh Thank you for the awesome feedback! I wanted to try to balance it so that using the pulse was a risk but one players would take, but some of the levels and situations just mean that players don't use it, as you describe! :D and yeah... audio came in WAY late and the doors seem to fire the sound multiple times and the sound itself doesn't fit at all!
@moondweller yeah, we didn't get into games to manage time!! :D see you next jam!
Gameplay-wise, it was pretty straightforward, but that was perfect since the focus is on the player building suspense in the unknown (hey kinda like our game lol). My only complaint there was the downwards platforming really needed some more air control or ledge friction to prevent you from slipping off. I had to restart the last level way too many times because those little ledges you have to drop down made me go juuuuust a bit too far and fall and die. But I did end up completing it regardless, nice to see you had time for a bit of an ending sequence as well.
Overall though, really nicely done.