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Sub Sonar's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #188 | 3.570 | 3.570 |
| Enjoyment | #355 | 3.477 | 3.477 |
| Innovation | #450 | 3.244 | 3.244 |
| Overall | #472 | 3.322 | 3.322 |
| Audio | #481 | 3.233 | 3.233 |
| Visuals | #569 | 3.535 | 3.535 |
| Theme | #1074 | 2.872 | 2.872 |
Ranked from 86 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?
Everything looks like a threat when you start. Upgrade your sensors to accurately identify lifeforms and enemy subs.
What code and assets did you not make from scratch during the jam (if any)?
UI asset pack - https://sungraphica.itch.io/sci-fi-game-ui-collection-free-version
UI icons - https://www.flaticon.com/free-icons/walkie-talkie
https://www.flaticon.com/free-icons/turret
https://www.flaticon.com/free-icons/food
https://www.flaticon.com/free-icons/ship
https://www.flaticon.com/free-icons/marine
https://www.flaticon.com/free-icons/shark
https://www.flaticon.com/free-icons/clock
https://www.flaticon.com/free-icons/hydroponic
https://www.flaticon.com/free-icons/claw
https://www.flaticon.com/free-icons/healthcare
Royalty free audio files
How many people worked on the game?2
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Comments
I liked it!
Nice graphics, story and mechanics!
Excellent work, definitely a great take on the theme. I'm sorry to all the fish I killed in my first run 🙏
Really fun game ! The visuals of thr game are nice !
The key to win is to pay more attention to your subs. They are your main resources generator. This is a simple yet addictive game. It needs more stages and enemy variety though.
The first stage could start with half of the upgradable and more ugradable added for the next stages along with the harder enemies. And you should absolutely reset the progress for the next stage every time.
Also, I think it could be better if there are huge text saying "Enemy swarm/wave detected, brace yourself" or something like that. I learned that the anticipation is more satisfying than actual event.
Verdict : A very good tower defense game and it surprisingly is well balanced despite it was just created in 7 days. Very good submission, i absolutely love it!
The game is really fun and not too difficult. The art style is nice and simple too. Good job!
I loved how well-polished the game is, despite its simple gameplay.
The game is pretty good, but maybe it could be... diversified a bit—adding things like ricocheting weapons, for instance. It’s perfectly adequate for a game jam; this was just an idea for the future, in case you decide to keep working on it. <3
Thank you for playing our game and for the feedback! We're working on a post-jam update so for sure there will for sure be more changes - you raised a great idea about diversification, we will definitely look into this and implement them where necessary.
Nice gameplay mechanics! With the upgrade system, the gameplay is very satisfying. I liked the radar visual style too; it’s really immersive. The autopilot really helped me save some effort, so I could look through the details of each upgrade. Good job on the design!
This game is addicting lol! I like the concept and the gameplay a lot. I played multiple runs and really enjoyed the game.
pretty cool and fun game I pretty much enjoyed. Nice tower defense game
Sub Sonar is a very polished and well-presented jam submission. I really enjoyed the transmission-style opening: it gives the game a strong visual-novel briefing feel and immediately makes the Bermuda Triangle setting feel more interesting. The animated main menu, glowing effects, and overall UI presentation are excellent as well.
The core loop is simple and direct in a good way: monitoring the sonar, deciding what to prioritize, managing resources, and defending the base creates a tense underwater strategy experience. I also liked the idea that not every contact can be trusted, which makes the sonar theme feel fitting for the jam.
My main suggestion would be to improve the readability of a few small text elements, especially at the resolution used on the itch.io page. Fullscreen makes them easier to read, but slightly larger text or stronger contrast would help the game communicate its information more clearly from the start. I also noticed a few minor UI consistency details, such as buttons whose top border does not match the surrounding frame; using transparent icon buttons there could make the interface feel even more cohesive.
Overall, this is a very nice build with great presentation, a strong atmosphere, and an interesting defense concept. Great work!
This is so cool! Thank you so much for the detailed review. We'll surely learn a lot from your playthrough video and truly appreciate your note about the readability of the small texts. You also raised a great point about UI, which is going to be included in our post-jam update. Keep up the great job on your game and your YouTube channel as well, you're doing an immensely big favour for devs like us 🙌
The incremental auto-tower defense concept set in a creaky, underwater research station is insanely addictive and easily one of the most engaging games in the entire jam! The dark oceanic atmosphere, clean UI presentation, typewriter text audio, and the radar system where you have to upgrade your sensors to distinguish between actual hostile threats, harmless sea life, and hijacked cargo ships fits the "Don't Trust" theme brilliantly.
A few balance, onboarding, and QoL suggestions to make this game even better for post-jam updates:
- Early-Game Economy & Balance: The initial upgrade costs feel a bit steep right at the start. Smoothing out the early progression curve would eliminate the slow waiting periods and let players dive into the core strategy loop much faster.
- Tutorial & Dialogue SFX: The intro story text drags on slightly long for a game jam context. Also, adding a randomized pitch variation to the typewriter sound effect would keep it from feeling repetitive during long dialogue sequences.
- Targeting Clarity: Make sure the target-lock mechanic (clicking a missile/hostile to prioritize it) is explicitly highlighted in a short, skippable onboarding prompt so new players don't accidentally click once and lose HP without knowing why.
- UI Formatting & Button Sizes: Enlarge the upgrade category icons slightly so they are easier to read at a glance, and fix the text-wrap layout bug where upgrade prices over 4 digits spill onto a second line and break the button layout.
Incredible execution on the audio, art, and overall mechanics! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: /jam/brackeys-16/rate/4953523
Thanks for trying out Sub Sonar and sending us your detailed feedback. We will for sure be looking into the issues and implement the fixes in our next update of the game. I just played yours and it was a cool platformer - wish I had more experience making those so I can give you something more in-depth, but it was fun as a player to try out yours :)
thank you for your comment, I would like you to follow me since at the end of the jam I will release a remaster of the game that will exponentially improve the experience and I would like you to try it
This is a really neat game, like the ui and aesthetics of the game, the upgrades are pretty expensive at first tho non aggresive enemy makesup for it. great job overall.
I loved the presentation page, it was really immersive! I also loved the music, which somehow made the whole game feel kinda cozy too. And I loved the artwork!
As for the critiques I have, I had quite a bit of difficulty understanding what I was supposed to do once the missiles started entering the screen. I would click on them, but some of them wouldn't get destroyed, and I would instantly lose health points. I feel like this mechanic could be explained a little more clearly so the player understands exactly what they're supposed to do.
I think the narrative is great and has a lot of potential, but it could have been developed a bit more. I also had some trouble understanding how the game fits the theme of the jam.
Another thing I noticed was the number of lives, it felt quite high, so maybe having fewer lives could make the game a little more challenging and engaging.
Overall, though, I really enjoyed the atmosphere, especially the artwork and music!
Thank you for the in-depth feedback! We're thrilled you liked the audio and visuals.
To clear up how the combat works: the missiles auto-shoot on their own, and you only need to click once if you want to prioritize a specific target which will be more helpful towards the second-half of the run. We'll definitely work on making the tutorial more engaging so that feature is easier to grasp right away.
As for the theme, it centers on figuring out what you can trust on the radar. The red dots aren't all hostile (some are just fish, or returning cargo that got hijacked), so you have to upgrade your systems to tell them apart.
Finally, we'd love to hear a bit more about your note on the 'number of lives' - were you referring to your total HP pool being too high, or the number of entities on screen?
The underwater research station’s creaky corridors and flickering lights really added to the tension while I was trying to repair the sonar. Very cool game
The visuals, sound, and polish were great! Game could use some balancing as it was tough upgrading in the beginning and although I held my base together for a while, not being able to upgrade quickly prevented me from seeing all the possibilities this game has to offer. I really liked the dialogue text scroll mechanic and sounds you chose for the text scroll as well. With a bit more tuning, this could be a really good idle clicker. Great entry!
Thanks for playing Sub Sonar and for your thorough feedback. We actually used a typewriter for the text sounds - I'm so happy you liked it! We're definitely going to address the balancing/pacing issue in our next update :)
What I liked: The auto tower defense concept is super neat. The upgrades are well thought out and well executed.
What could Improve: The pacing is all over the place. Sometimes I have nothing to do but to wait for the resources to arrive so I can upgrade but other times I'm trying not to die by micro managing which things to target. It is also hard to tell sometimes on what upgrades you can buy since the ui icons are pretty small.
Additional Comments: I really liked the gameplay it could be turned into a nice idle game with some polishing. The thing it lacks right now, imo, as I said is pacing.
Thanks for the feedback! Very good points on the upgrade button sizes and the balancing/pacing issue. We will address them in the future updates.
Really cool! I love it when games play themselves and you just reap the rewards and get upgrades! A simple concept, but highly replayable! The sound design is absolutely superb—stunning.
Love the overall visuals, its coherent and well thought, the gameplay is fun although im not a big fan of tower defense,
Overall great experience, loved playing ! great job!
I like that it gave the game a really interesting style and backstory. As a tower defence game, it is good. The concept for them sounds better on paper, and I think more could be done to explain why the sensor reading is inaccurate, especially early in the game before upgrades.
Hey, thanks for the feedback! The overall tutorial and sensor reading explanation are under our 'sonar' and will certainly be polished in the next update.