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A jam submission

Dead ReckoningView game page

Submitted by Noah Conzetti, zomffin, blucyko, Kai, EliasTD — 3 hours, 4 minutes before the deadline
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Dead Reckoning's itch.io page

Results

CriteriaRankScore*Raw Score
Ambience#14.6154.615
Creativity#14.3084.308
Judges' Choice#3n/an/a
Overall#43.9713.971
Fun and Engagement#53.8853.885
Theme Relevance#233.0773.077

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Interpretation
As your submarine breaks down, all your systems will go RED. Stop those blinking lights...!

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Comments

Host(+1)

"Cool concept, feels like Iron Lung to me! I unfortunately could not figure out the wheel task at all. I think this could use a little bit more iteration on how the game could be giving the player feedback as to whether they're getting closer to success or not with a certain task- I only really realized the wheel task was probably a balance thing because of the comment on the Itch page. I think there could also be more tension in the game if there was a time limit to getting the tasks right, even if long. The environment art could have been used to tell us more about the story, even non-linearly, and give us something to care about: do we have a family to live for? Treasure to find? The connection to the theme with the blinking lights is fairly clever." - Professor Reid

Submitted(+2)

It was a bit difficult to figure out which direction to go but the vibe was immaculate.

Submitted(+2)

GREAT JOB GUYS 

Submitted(+2)

(I didn't realize there were two separate comment sections, so I'm just going to paste my previous comment in here again to be with everyone else's 😅)

I finally reached the ending of this game and my vision is still spinning /lh.

Pretty sick game, I like moving the submarine after learning how to do things :)

I'm not sure if it was intentional or not, but I couldn't seem to fix the ballast tanks and had to fight with them the entire run. But it does put some more stress onto keeping your submarine afloat because of the constant back and forth from the screen, back down to slow your speed back down, to the right to spin the wheels, etc.
(I do with the wheel were easier to spin, but I know this is solely just a problem that Unity has from my own coding experience lol)

I still think it was fun though and got super excited when the cutscene started to play.

Submitted(+2)

Definitely not a game I expected to emerge from the theme "Don't Blink". The game is interesting; I learnt how to move the submarine, but I didn't play much after the sub started failing. The main gameplay loop (piloting a slow submarine while random issues arise) isn't for me personally, but, conceptually, it sounds like a fun balancing act.

I wanted to go into the game without reading the walkthrough first, but I didn't realize that "walkthrough" actually meant "gameplay instructions/guide", so I was pretty lost during my first playthrough. I wish there was an in-game manual the player would have to pull up to read how to solve certain issues. It would also play-in well with the lights going out, forcing the player to use their flashlight on the manual as well to read. It took me out of the game experience to have to exit out of the game to read what to do, instead of it being integrated into the experience (though I understand that there may have not been time, and that an in-game manual isn't the most important thing to add in a game).

Side note: The submarine should start in the "STOP" position, to let the player explore their surroundings first *without* them ramming into the wall immediately in front of them (like I did).

It felt frustrating fighting against an invisible enemy, without much feedback about what's going wrong and why it's going wrong. (Again, this could partially be fixed by adding an in-game manual, though this paragraph is going to propose a separate solution.) The submarine would randomly fail, even when I didn't hit a wall. I think bad events should happen due to the player's own failings, instead of randomly occurring. For example: maybe the player would have to manage their fluctuating ballast tanks over the course of their trip, instead of the submarine randomly listing to one side and only then having the player interact with the tanks. I think the gameplay loop would be more engaging if the player had tasks to manage, rather than issues to solve.

Overall, the game is promising and holds a lot of potential, and is well-made and well-developed for something created, coded, and drawn within 48 hours.

Submitted (1 edit) (+2)

Lowkey this is one of my favorites based off of vibes alone. There are plenty of things to do in the game and the amount of art and shading was so impressive to me (I'm not an artist AT ALL) . Loved the music. I just wish it was a little more intuitive what the goals are, since the lights would blare out and I would just be lost at times.  But this game is actually awesome, great work :D