Play game
Quantum Foam Dive's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Fidelity & Creativity | #27 | 2.714 | 2.714 |
| AI Direction & Adaptability | #28 | 2.286 | 2.286 |
| Production Velocity | #30 | 2.214 | 2.214 |
| Overall Enjoyment | #31 | 1.929 | 1.929 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Biggest Challenge
The biggest challenge was the budget and rummaging for which AI subscriptions still had credits left with Claude knocked out of the game with 4% left, I realized i hadn't used Ziva within Godot for months which took some bravery because i hadn't even logged in for a while.
AI Tools Used
Initially design document planning and base JS files in Grok/Twitter X Side bar, then conversion of the JS in Godot under Ziva AI, then final debugging and package preparation with the last 4% of Claude Opus 5's (really running on fumes!) credits which don't reload till Tuesday morning!
Areas Where AI Was Used
The whole thing images, code, prep, sounds.
Leave a comment
Log in with itch.io to leave a comment.







Comments
I like games like this one where you can learn new things. You can relax and enjoy it while feeling excited, wondering, “What's coming next?” I also thought the idea of “DIVE” into Quantum Foam Soup was interesting. I like the cute BUDDY, too.
However, if this were a game intended for commercial release, I don't think it would catch on. I'm certainly not criticizing this game itself—after all, it's not even being sold. I just want to touch on something that's always been a source of frustration for me. Games that incorporate educational elements (though I'm not saying this applies to all of them) have historically tended to fade away without gaining widespread acceptance…
Personally, I've always thought it would be nice if there were more games where you could actually “learn” something. Against that backdrop, this game really stood out to me. That said, in terms of gameplay, adding some kind of “reason to keep playing” might attract more players.
And I really love the little particles flying around in the background—whether they're seaweed scraps or bubbles. 🙂
You are of course right, michyo-san. It needs a plot-deepening. And I think with such resounding positive preference I might consider leaving it a peaceful game rather than pushing too much aggressive action into it in post-jam refinement. Most of the unfinishedness was from haste :)
I do tend to try to pack more cereberal depth or ambition into my games which tends to result in most of them time they place last, or near-last, in game jams. (The same occurs with music jams where my music pieces come off as chaotic).
Balance accidentally coming from stopping-short often surprisingly improves their focus. (a perusal by searching spotify for "Crybullying" and listening to the 2-part production there, will show what happens when i do a pop song (which is almost never!) ).
Glad you gave my game a try :)
--D
main website:
https://exedexes1.com/
I don't think rankings are what matter most in a game jam. Isn't it more about how the game grows from there? There's plenty of time ahead to nurture the seeds sown during the jam.
I'm not sure exactly which songs you're referring to when you say `the 2-part production,` but among your tracks,
* Dream Of The Octopi
* The Quantum Foam
* Be More Worried If She Says Yes
* Brass Button Blues
* Jump-Ball For Sodom And Gomorrah
I find these particularly pleasant to listen to. 🙂
Nelde album is where the 2-parter (and now a 3-parter following that!) are located, for simplicity it is now released rather than still being a draft:
Crybullying is the 2-parter, "headless harnessman" is the 3-parter
https://open.spotify.com/album/7iTJzudwZolco0Oea25VvC
always great to hear from you michyo!
Thank you for the recommendation. When I heard the intro to "Crybullying Your Hostage Pupopy" right at the start of Pt. 1, it immediately reminded me of the movie *Charlie and the Chocolate Factory*. It’s a wonderful track. I also like the clear, rich sound at the beginning of Pt. 2, which reminds me of distinctive PCM sound sources. In "The Legend of the Headless Harnessman," too, I found it very pleasant to listen to—for example, the way the song pauses briefly around the 5-minute mark before building up to the final climax. 🙂
There are also pleasant variations in the song’s mood, and personally, I don’t dislike any part of it. Good songs don’t necessarily rank high in music jams, and even if it gives off a chaotic impression, I’m sure there are people who enjoy that. ✨
It's a mysterious game where you acquire various scientific concepts while slowly descending, creating a unique atmosphere. Rather than offering explicit excitement, I feel it's a piece focused on enjoying the mood and relaxation. Also, seeing your candid AI development logs was something I could deeply relate to. As a fellow developer, it's a project I can't help but root for!
I think ironically I'm faring better for inadvertently it becoming an idler compared to if i had had more time and Badly made it an Action game :)
This is how my sense of humor runs.
Glad you gave it a try!
Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.
Cheers!
--D
main website:
https://exedexes1.com/
Watching Ozomalk trail behind as I sank deeper into the foam is a lovely, calming vibe, and the buddy-companion read on the theme is genuinely creative — turning quantum foam into an edutainment descent is a neat idea and the procedural retro look holds together. Right now it plays as a pure idler with no danger, so the moment-to-moment pull is thin; even one light risk (an oxygen/charge drain, or hazards you have to steer around) would give the descent some tension and make the concept-collecting feel earned. Respect for shipping a full Godot conversion on fumes — thanks for the honest writeup!