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A jam submission

Fathom: Last Known PositionView game page

A blind, top-down submarine survival game.
Submitted by Evan Fruehauf — 1 day, 1 hour before the deadline
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Fathom: Last Known Position's itch.io page

Results

CriteriaRankScore*Raw Score
Best Music/SFX#22.9103.000
Best Game Design#33.0323.125
Use of Secondary Theme#42.6682.750
Overall#42.7892.875
Best Art#72.5472.625

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host
  • I really love the simple vector graphics; I think for the style of game you were going for, it works perfectly. Also majorly impressed that they are all generated in real time and that no sprites were used. 
  • The gameplay was really engaging, and I could see myself sinking(boat pun) hours into this with a few extra mechanics. I especially liked how diving versus surfacing felt like they had different use cases but intermingled in a way that drove gameplay.
  • The sound effects were very fun as well!
  • I am not sure if it was a bug or intended, but in between waves, enemies would still appear, and it wouldn’t really give me time to rest. 
  • I think this could be a really great arcade game, and I hope you continue to work on it!! (A leaderboard would be a super fun touch if you do!)
Submitted(+1)

Amazing idea

Main menu introduction is cinema

controls are great

Idk why, but i feel some AI in one or another aspect of the game, prob i'm just wrong

Jam Host

Dropping my feedback here:

  • Title Screen ping to start was a very stylish touch and great way to introduce the main mechanic.
  • Right off the bat the game has a very AI feel to it, the text all being very clearly written by AI gives me a bit of pause about the quality of the game. Can't prove it but it just has a vibecoded vibe idk, very sorry if I'm mistaken but it follows a lot of design motifs typically seen in vibecoded projects.
  • The gameplay is super cool! The use of pinging is a great mechanic. Surfacing to find power ups is cool too! I will say due to the wall of text in the how to play screen (that I didn't want to read) I didn't understand the purpose of the surfacing mechanic until I did read thru all the instructions later. I recommend adding some onboarding to reduce the need to read all that text, since it is jarring for the average player. 
  • Code generated assets and audio is super cool! I like the audio and visuals.
  • Overall the incremental difficulty and power ups made this really fun and entertaining. Great job!
  • Btw I know AI code was allowed for the jam it is just a personal turnoff to see the influence of AI in the game.
Developer(+1)

Hi Owen!

First off, thanks for giving it a shot and for sharing your feedback!

First and foremost, yes, I did definitely get some help coding with AI. The gameplay elements I mapped out myself (whole sonar pulse and asteroids inspiration) but you’re spot on about the AI usage. It’s my first go at one of these, and it helped me figure out some coding approaches for the first go. Clearly going forward, trying to pull away from it to avoid that vibe coded feel is the dream. I especially don’t want it to distract from people enjoying the game, so if it means some semi-sloppy programming, so be it! 

Beyond that, I’m glad the core gameplay landed for you. The onboarding likely could use some sharpening, so something to get better at for sure.

I really appreciate you giving me a range of feedback here, as it gives me something solid to work off of going forward! Thanks dude! 

Jam Host

Of course man! Thanks so much for participating! I think the code based assets is a really unique way around the no ai art rule as a non-artist. As someone who has done a bunch of ai development with some web dev stuff I can spot the ai UI design look pretty fast, which for me and probably some others just takes me out of the experience a little. But really not bad for your first jam, keep it up dude! You can join our discord if you want to join any future jams (we're gonna host them regularly).