Crushing Depth
I wrapped up my submarine simulator into a slightly playable version and submitted it.
As a game, it’s pretty unfinished – there’s no menu screen, no sounds, and no goals beyond shooting the surrounding submarines.
But as a learning experience it was great – I got the opportunity to implement a pretty accurate underwater physics engine, a 3D object-based UI, a system simulation for vehicles, build a custom underwater shader, and really learn the ease of use of game entity systems first hand.
After all that, there was not much time to craft a game as well.
On the other hand, I can now take the lessons learned and parts of the code from this project, and expand on my arsenal of useful game utility libraries and basecode. LudumDare was a great incentive to prototype these, and a motivation to carry on developing them. Thanks to everyone in the community! 
