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A jam submission

Dive OrbitView game page

Dive through the Exosphere to the planet surface
Submitted by Plepguy (@plepguy5) — 17 hours, 13 minutes before the deadline
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Dive Orbit's itch.io page

Results

CriteriaRankScore*Raw Score
AI Direction & Adaptability#153.1003.100
Production Velocity#172.9002.900
Overall Enjoyment#192.9002.900
Theme Fidelity & Creativity#242.9002.900

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

The Biggest Challenge
Figuring out how to implement the theme in a fun way.

AI Tools Used
I used AstroCade for development. i also used Gemini for prompt engineering

Areas Where AI Was Used
All parts of the game were made by AI

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Comments

Submitted(+1)

It’s fun how it doesn't move quite the way you want at first, but gradually powers up and gains new capabilities!

The game is well-crafted and enjoyable.

If I had to ask for one thing—given the substantial amount of content—an auto-save feature would make the experience even better.

Host(+1)

Personally, I felt that whether or not players could stick with the game's challenging controls until they got their hands on the TILT JET would be the deciding factor in whether they continued playing. And by the time they've acquired the MK.III CRAFT, I think the option to quit playing is pretty much gone.

Filling out the upgrade tree is a really exciting experience, and I find myself wanting to give it another try time and time again. I had to put it aside partway through due to time constraints, but it's the kind of game that makes me want to come back to it. 🙂

Submitted(+1)

Fun concept, cool graphics, but controlling is so difficult:/ I enjoyed the idea and the game :)

Submitted(+1)

Really enjoyed this. The launch-speed timing meter framing the whole run as "commit to a reentry velocity, then survive it" is a clever hook, and the heat/fuel double-economy plus hold-to-brake vs thrust gives the descent real texture beyond just dodging. The scrap upgrade tech-tree (armor/coolant/insulation/thrust) is a genuinely deep meta for a jam — that "one more run to afford the next node" pull is exactly the kind of return loop I love. Theme-wise the DIVE read (orbital reentry plunge) is spot on; I didn't spot a strong BUDDY element though, so that axis felt lighter than the DIVE side. One small suggestion: a clearer readout of how close to the 300 m/s / hull-HP win threshold I am during the final stretch would sharpen the tension. Nicely done! I made a dive game too (DEEP — free-dive descent with an oxygen economy and a glowing buddy fish), so this one really resonated.