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A jam submission

Treasure TrenchesView game page

diving trophy game
Submitted by VoidWatcher (@juanmasg55) — 2 hours, 20 minutes before the deadline
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Treasure Trenches's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#3273.6363.636
Enjoyment#5263.4553.455
Gameplay#6083.1823.182
Overall#8553.0453.045
Audio#10042.7272.727
Innovation#10342.6362.636
Visuals#13082.6362.636

Ranked from 11 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?
The player can risk to go deeper and get more loot, or save it going back to the surface! (in this version the risk is nerfed)

What code and assets did you not make from scratch during the jam (if any)?
The SFX are from Pixabay.

How many people worked on the game?
1

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Comments

Submitted(+1)

I liked the art, gameplay loop, and the concept. I was able to understand quickly what needed to be done. The movement probably could be a bit different so it would be easier to control. At times, I got confused between turning right and left. At first, I thought I had two floaters but as I kept trying out various buttons to trigger the floater, I realized that 2 was actually the input and not the number of items. You could add visual feedback to convey that player took damage when jellyfish is touched. The UI served well in conveying information about oxygen, health, and depth, but you could explore options for conveying all or at least some of that info through in-world objects so it would feel more immersive. Overall a nice game and I am adding it to my collection. Please check out my submission to the jam.

Submitted(+1)

Pretty cool, hard to control the character, but there is an efficient game loop, maybe a bit fast from the start tho

Submitted(+1)

Very nice, I spent probably the most time playing this out of all the jam games so far, I unlocked everything and just had a mountain of money 😅good job overall!

Submitted(+1)

Really enjoyable. if i were to give a piece of feedback it is to try to make the catching mechanic more intuitive and tactile.
Great job

Submitted

Very cool, this game definitely gives you a challenge. The controls took me some time to get used to but I think it actually makes the game better that way, makes it to where you have to learn to navigate and adds to the gameplay experience. Very rewarding and fun. Good work.

Submitted(+1)

Solid foundations for something more! Very decent loop of dive, collect resources, sell and upgrade to do it again. Risking oxygen to get more loot fits the theme well.

A couple notes: There’s no feedback when you take damage from jellyfish. A noise, some knockback, or visual effect would really sell the fact that you got hurt. Plus maybe some visual elements like electricity around the jellyfish to tell you its dangerous. It’s very easy to miss a small number in the corner going down.

Lateral movement felt inverted when you were upside down. You could maybe modify it so that lateral movement isn’t a function of where you’re facing, but relative to the world? Or maybe there’s no need to be able to rotate your physics body at all, instead you could just rotate the sprite.

The UI could be less obtrusive. Maybe some transparency, maybe making it look more “diver”-y and thematic. It doesn’t need to be quite so big I think.

Music, more sound effects, ambience, menus, settings, and a tutorial/blurb on what you’re doing and how to do so in game (either via story-delivered dialogue or just as UI prompts) would all elevate this entry.

Developer(+1)

Thanks for the feedback! I never noticed the inverted controls, this is a kind of movement I like to make because is speed + rotation only.

The damage feedback was one of the biggest mistakes I forgot, since it's easy to lose health without noticing, and since it's not a bug, I can't fix it until reviews ends

And the UI being obstrusive is intentional, it gives the feeling of narrowing, but maybe I went a bit far...

Submitted(+1)

I enjoyed this game.  It looks like a solid ground to make something bigger.


P.S.

  • For some time I was confused about the control, as it feels inversed, that was before I figured out that I can rotate the character. Guess it would be better just to rotate the character 180 degrees on start.
  • Character movement is to fast when you upgrade, it just does not feels right underwater. 
  • Some ambient music would add a lot to the vibe.
Developer(+1)

Thanks for the feedback! Yeah, I'm guessing the movement wasn't as intuitive as I thought... also the speed was to avoid making a frustrating game, since underwater games tend to do it hahaha.

Submitted(+1)

Honestly was pretty fun, I got addicted for a little while lol

Submitted(+1)

Really fun gameloop. I played until max all of the upgrades, I know about the lack of time, but I suggest after the rating period you make an update to add visual feedback for damage, it will be really useful to the player. Congrats for the game, I didn't even see the time while playing