Rooms feel a bit too cramped to maneuver around and dodge enemies properly. The player also gets a bit stuck at places. The boss fight was really cool though and felt unique as well as the enemies.
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Anchor Deep's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #761 | 3.000 | 3.000 |
| Audio | #806 | 2.941 | 2.941 |
| Visuals | #863 | 3.294 | 3.294 |
| Enjoyment | #948 | 3.000 | 3.000 |
| Overall | #999 | 2.892 | 2.892 |
| Innovation | #1023 | 2.647 | 2.647 |
| Theme | #1345 | 2.471 | 2.471 |
Ranked from 17 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?
You risk your life travelling the ocean to find the town's favorite dog
What code and assets did you not make from scratch during the jam (if any)?
Font, everything else is handmade
How many people worked on the game?4
Comments
Cool game with nice mechanics. Not sure if it was intended or not but you can kill enemies off screen so knowing where they are allows you to cheese it a bit. Great work with the artwork and design!
FYI When starting in the browser it starts maximised in the window I think.If you fullscreen it everything appears but the initial look was like this (see the screenshot).

Choosing roguelike for Game Jam was a real risk for Biscuit. I think the enemies were well designed and implemented, but I had a major problem with the level design and how it was implemented, and the player’s stuck movement made the game even more difficult.
I really like the atmosphere on this one! The art is great. The gameplay was fun; the rougelike elements offered a nice variety to the gameplay. There were a few minor issues I noticed (once a starfish wound up outside the level bounds, softlocking me), but overall I had a fun time!
Loved the art! It creates a nice little underwater horror ambience that matches the audio very well.
Two points of feedback (acknowledging that this may already be on your backlog given limited game jam time):
1. It'd be nice to have an audio or visual feedback indicating when you enter the next room. I kept hovering over the top of the room and kept touching the entrance collider without noticing it was changing rooms.
2. There is a bug where you get stuck on the sides of the map and can't move if you press up and down.
Excellent entry overall!
Loved the ocean ambience! Attacks could be a little faster, but still had a lot of fun! :)
I wish I could shoot faster, and I found it quite challenging with beautiful art. Congratulations on the game!
Great job! The controls were a bit too flowy, which felt appropriate for the underwater theme, but did make the game difficult as it was tough to dodge. Other than that great variety of enemies. They all felt very different and entering the different rooms with different combinations of enemies felt like a challenge. I had fun!
The star enemy is really quick. which made the game hard. also i had this funny moment where i was fighting the boss and he suddenly launched a tactical nuke at my face. overall good job!
The star enemy is really quick. which made the game hard. also i had this funny moment where i was fighting the boss and he suddenly launched a tactical nuke at my face. overall good job!
The controls are a bit unresponsive, but I really liked the variety of enemies
Thanks for all the support! We all worked hard on it and I came up with the idea for saving a dog and having a machine gun(didn't make into the final build)while our sound designer had an idea for the fighting enemies and the artist(I think) made it underwater which was a awesome decision!! I kinda was just an anything, I made some sound effects and some art like the button on the main menu (probably should have left it to the artist) and I know Python code but I am not that helpful with Unity!
Pretty good game overall! I thought it was a bit hard to tell when I hit something, but it had a good atmosphere and the visuals fit the gameplay well.





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