Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

100,000 Meters DeepView game page

A game about going down, fast
Submitted by GladScientist — 2 hours, 26 minutes before the deadline
Add to collection

Play game

100,000 Meters Deep's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#8424.0774.077
Artwork#9104.0774.077
Audio#11023.5383.538
Enjoyment#15283.6153.615
Narrative#24832.9232.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
This is a racing game which places emphasis on the distance being travelled, specifically with the UI element at the bottom of the screen at all times counting down how many of the 100 km are left to go. A couple other countdowns are in scattered places, the "run and gun" pit stops are on a strict 10 second timer, and the final stretch of the race features 10 crystal pillars that count down as you break through them.

(Optional) Please credit all assets you've used
All assets were made by GladScientist with the exception xwasp's "Countdown Underground" being composed for the game and AJ Paglia's "Aldo the Apache" font being found on dafont.com

(Optional) What would you like to be called if GMTK features your game?
GladScientist

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Great art and music! It's cool that you managed to fit two games into one; though to be honest I didn't fully understand how the two are connected. It feels like I was both encouraged and discouraged to try to crash the drill into the asteroids, and the game moved a bit too fast for me to really understand the mechanics. I do appreciate the simplifications to the classic run & gun, like the auto-aim, and the random level generation was cool. For a jam of this scale I likely would have preferred sticking to one or the other and polishing it more; probably the drill half because I think it is more unique.

The main strategy I ended up sticking with basically the entire time was to boost and go in a straight line, and switch to run & gun by happenstance.

The game did feel repetitive at times in music, repeated textures, and gameplay. For textures in particular, it would be nice to have more objects that can whiz by the screen to give a sense of speed. Some UX indicating current speed would also be nice. I feel like the game dragged and could have been 30% shorter, it made me not want to replay the game even though I figured out a better strategy partway through (and played first anyways)

I did not realize the sidebar a minimap showing your position, making that more obvious perhaps with an arrow marking exactly where you are would be helpful for clarity. I was wishing for it 75% of the way through before realizing what the bar was; it initially looked decorative because it was so thin.

Submitted(+1)

This was fun, always like a good racing game! Concept was well executed and the constant switching between controlling the drill and run n gun gameplay was enjoyable (especially since that mechanic is one of my favorite mechanics from Zelda II). My only critique is the lack of variable jump height when scavenging resources, as it wasted the very finite time one had to find items and boost fluid. The difficulty was also well adjusted, got first on my first try, but it didn't feel like a pushover. Overall, well done :D

Submitted

Concept was really cool, and the drill machine controlled in a really satisfying way, however, I'm going to be completely honest, I really could not stand the music. It kind of felt random and all over the place, and some of the sounds were really loud/over the top. 

The idea of switching from the drill to a platformer is really cool, but I wasn't sure what exactly was the point of it. I think with a lot more polish it would be a really interesting idea, but I couldnt really tell if it served a purpose, then again, I was really bad at this game so maybe avoiding the caves wasn't the correct choice?

Good job guys, it was quite interesting, and I enjoyed what I played, even if I couldn't beat it myself, excited to see what yall do in the future!

Submitted(+1)

This looks good! I like the choice of colors, everything is very visually clear. I feel like I'm going fast when I hit the boost, passing other ships felt awesome. 
I was 2nd place when I crossed where the first couple crystal pillars were broken, then I lost control of the ship and started slowly moving back and forth from wall to wall. Maybe because the ship in first place beat me to the end? Maybe if I waited a little longer before closing the game something would have happened.

I like how the game looks and feels!

Submitted(+1)

lovely game, great idea to shift the gameplay to a platformer!