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Deep Gold's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #51 | 3.913 | 3.913 |
| Soundtrack/SFX | #54 | 3.957 | 3.957 |
| Overall | #65 | 3.819 | 3.819 |
| Graphics | #80 | 4.196 | 4.196 |
| Quirkiness | #113 | 3.696 | 3.696 |
| Gameboy Soul | #127 | 3.848 | 3.848 |
| Secondary Theme Interpretation | #182 | 3.304 | 3.304 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme
Dive into the deep to salvage old, forgotten treasures like gold and jewels
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Comments
This is a cool interpretation of the theme! I enjoy the random level generation on each dive - it really made each dive feel unique in its exploration, and gave ample reason for including and using the sonar.
The progression is really slow. In the beginning, it can be a struggle to get one or two gold pieces. And, factoring in purchase-to-repair, the progression is almost non-existent for the first several dives. I didn't unlock the upgraded O2 tank because it was taking too long.
Dig the vibe of this game thru and thru. I really like how the sonar works. The sensitivity of the sub on the walls is probably too high, for the jam especially. I struggled to piece together 10 gold, bought a mine, then exploded on a wall before I could use it. Maybe just give the player back full health when they die? It felt like a struggle to get started, but once it gets going, top tier. Love the music too.
Thanks for the feedback!
You are right! But V2 is already finished, and one of the changes is free repairs after returning. Your mine isn't lost either; when you die, you will get your money back. However, at the moment, you don't really need the mines. Your first buys should be upgrades for oxygen, hull capacity, or flashlight radius.
In V2, the submarine-wall collision is also separated from the sonar collisions, so it's much smoother to drive along the walls (not every single rough pixel will collide with you anymore).
Additionally, the start in V2 is much faster, more comfortable, and more enjoyable.
Feel free to come back after the jam ends and after the update is live to see all the improvements!
Wow! I automatically loved it by the gifs and the idea but I must admit it was a bit different to my expectations. Since I start with the buy menu I thought there was a quick loop there between deploying the mine, die, improve, repeat. Also I thought that the mine was going to destroy the terrain somehow, and to do that in order to find hidden treasures not to find them floating around. But I loved the idea and the music of the game, it was a great entry, I just expected a bit more, it has great potential.
Thank you for your feedback!
Terrain-destroying mines are a great idea, but with the limits on oxygen, power, and visibility, I don't think it would be work/worth it just to find hidden treasures.
In the current version, the game lacks a smoother start and mechanics that reward exploration (some of these are already implemented, but you have to play for too long to reach them in a game jam). It definitely needs more content, but within this short time period, it wasn’t possible to add more (I couldn't even balance it in time)
This game is too good.
Thank you so much ! :)
This game is adorable and harrowing and I am soooo bad at not bumping into walls ;0; I keep thinking I’m safe and then drift a pixel to far and BOOM
That said, I loved the procedural maps, and the sound effects and visuals are both incredibly well polished! You did a great job with the sonar functionality, too!
Thank you so much! Don't worry, I'm still bumping into walls while playtesting :D Well... but I think that's the main part that's fun. If navigation were that easy, there would be no real challenge anymore :D
I know there are some frustrating collisions with the walls, where just a few pixels stick out. I made it this way so that the sonar looks a little bit rougher instead of like a straight line. Maybe I will create a separate collision for the player and the sonar on the walls...
This game really hooked me.
Whenever I blew up, I’d immediately want to save up for an upgrade to make the gameplay more comfortable. I set a goal to save for headlights, putting oxygen and sonar out of my mind for a while. Once I bought the headlights, things got easier, but then I realized I needed to save for sonar and oxygen upgrades. However, after buying them, I felt the sense of progression was weak; I still couldn't dive very deep, remaining limited to the one or two diamonds available at the start.
The graphics are pleasing and well-crafted. The soundtrack changes depending on the stage, which is a nice touch. The gameplay concepts and design choices look interesting.
Thank you for your feedback!
I didn't expect anyone would play that far :D My idea was to give it a little touch of: "Oh, I upgrade this, but now I'm struggling with the other part. After upgrading this, something different is lacking."
The fact that the upgrades won't help you very much to dive deeper is due to the fact that I ran out of time to do a good balancing.
Maybe you also missed content like dangerous mines and an angry fish that tries to smash you against walls. There is also something missing as a benefit for fully upgrading your boat... Like, why should you play after everything is maxed out?
Thanks for giving it a try! Let's see what I can do after the jam to make it comfortable and replayable :)
I really liked this one! One of my favorites of the jam! So know that the rest of this criticism is really minor compared to how fun I found this.
The risk vs reward balance here is off. The start is too slow (as is, frankly, a lot of the progression). The game has a really strong and successful element of pushing your luck. But it would feel a lot better if your skills were more rewarded. After I pick up my first gold, I can either play it safe and take it back to the ship, or push my luck and try and get one more (which is all you really have the O2 for at the beginning). But because of the procedural cave, it's random whether the next part of the cave has any gold close enough to me. The risk is that my run is lost, but the reward is only maybe there's a gold around the corner.
The first and simplest fix for this would simply be making the gold a little higher value. It's often just not worth going for one more gold when if I take damage, I've basically negated it. The second fix, would be to actually not always regenerate the cave. Have it so that when the player returns to the ship they can either stay or move to the next cave. That way another skill is being rewarded: exploration and memorization. As it stands, the only skill that is rewarded is speed through the cave, but that is in friction with the ever changing layout.
I really liked this game!
Thank you so much for your detailed feedback!
Unfortunately, I ran out of time to balance it. But your ideas are great! I will look it over after the jam, thanks! :)
I had a *lot* of trouble getting anywhere in this game, between the short oxygen timer, the inaccurate sonar, and the small number of hits you can take. And all the upgrades seemed so far away considering how limited your oxygen supply is at first, so finding even *one* gold nugget was difficult (let alone getting back before your oxygen ran out and/or you smacked into too many walls trying to hurry). And since you had to pay to repair damage, that made it even harder to get the other upgrades (which required ten, fifteen, or even twenty nuggets).
I like the concept, it's just very difficult to actually play without blowing up repeatedly. :D
Yes, unfortunately I didn't have time to balance it. The start is really hard, especially for the short gameplay time in jams. But thank you for giving it a try and for your feedback!
This was really well executed! Gameplay, graphics, and soundtrack all came together into a gameboy game that was fun to play! Really well done! Good work!
Thank you so much :)
This is a really cool idea, implemented extremely well. Very fun and interesting and just straight up cool! Good job
Thank you ! :)
This is a really cool game!! I enjoyed playing it; it was fun and interesting. The graphics are of high quality, and the color scheme is pleasant. The mechanics of diving into the sea and using a locator to navigate in the pitch‑black sea darkness are quite unusual! I commend you for this idea — it was a real pleasure to play.
Nevertheless, for creative development, you need to be able to work within certain constraints and find cool solutions, even if something limits you. In this case, I can’t say that the theme is interpreted in any particularly special way.
Thanks for your feedback!
You are right, it's not that creative to take the phrase "old gold" literally and do exactly what it says. However, I didn't want to take the risk of people saying, "Hey, maybe this thing is old gold to you, but I can't relate to the idea, so I won't give you any points for it" :D
The oxygen amount seemed real harsh at the start, but otherwise I love the idea. Feels like a nautical themed Motherload game.
Nicely done.
Thank you so much!
Unfortunately, I didn't have enough time for proper balancing, so the first few runs really aren't as fun as I expected them to be
I know the feeling, but jam games are seldom perfectly balanced, so not the end of the world :)
Art is really pretty, and the mechanics are a good foundation.
Thank you !
The sonar mechanic is fun. The art and audio work together really well too, especially the palette changes helped sell the sonar too.
Very impressive for a first jam!
Thank you so much :) The composer on my team did a really good job on that!
This is so much fun! I wish the difficulty was tuned to be a little easier though. For example, on oxygen depleted, if instead of instant failure it started a brief high-pressure countdown so you can "hold your breath" and return to the surface. The core gameplay loop totally works though, and gives me the urge to explore and collect. I see from your comments you had balancing in mind but didn't get to it, and that's really my only critique. I'm going to play a little more and see how it feels after upgrades.
Visually, I loved the bubble animations and the rolling waves on the surface. The dithered wipe transitions are unique. High level of UI polish, super nice to have a save system too, which I see persists between page refreshes. Really impressive that you got all this done in a couple weekends!
Thank you so much for your feedback!
I really worked a lot on it during those 10 days. Some general systems, like the save/load system, were premade from my own library (since the rules said it's allowed to use them as long as they aren't gameplay-relevant).
Maybe I need a stronger visual indicator to show you're running out of oxygen, rather than just playing two sounds (one at 50% and another at 25%). However, the main idea is that you have to make a risk/reward decision: do you spend more time looking for a treasure, or is it better to bring back what you already have.
re: oxygen, fair enough, and it's not too punishing when you run out. I think I would've enjoyed a longer exploratory timeframe but I understand why it's shorter initially to teach the core loop and risk/reward.
Really love the art and sound, and the concept is really neat! I did find it a bit tough in the beginning, but otherwise I feel like this is an interesting start to a full game! I also love that you took the time to add a save state with multiple save slots, that's not usually something I've come across. Well done!
Thank you so much!
Yes, unfortunately, there just wasn't enough time left for proper balancing tests. Also, because it's my first jam, I got the scope wrong; it takes too long to progress, and including a multi-slot save game system was complete overkill! :D (That would make more sense for a full game, like when two people want to play on the same PC more than just once).
I will definitely take this experience with me into my next jams! :)