Very janky and short, but the story in the concept isn’t bad
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What the Deep Keeps's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1051 | 2.600 | 2.600 |
| Theme | #1152 | 2.750 | 2.750 |
| Innovation | #1187 | 2.500 | 2.500 |
| Visuals | #1248 | 2.600 | 2.600 |
| Overall | #1302 | 2.408 | 2.408 |
| Gameplay | #1505 | 2.000 | 2.000 |
| Enjoyment | #1558 | 2.000 | 2.000 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
It fits the theme because of the eerie mood surrounding the sub encased in a never ending void which when combined with the music, provides an eerie mood especially since the music gets dimmer the farther away you are, creating a sort of false sense of security by the record player. Another even stronger piece of evidence supporting how my game fits the theme is the interactions with other crew members and the files you find as well since the interactions have directions they could go in that give a sense of danger or uneasiness. And the files help give that theme of "Trust No One" since they talk about the story and lore and madness behind the scenes especially when mentioning the big bad company of our game "Vanguard" as it clearly describes them throughout the files as untrustworthy and corrupt.
What code and assets did you not make from scratch during the jam (if any)?
The only instance of us not making it from scratch was using Claude to help generate CONCEPT art which we then took inspiration from and made our own designs
How many people worked on the game?2


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