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    Ludum Dare 21

    August 19th-22nd 2011 :: Theme: Escape
    [ Summary | Compo Top 50 | Jam Top 50 | Top 25 Categories | View All (599) ]

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    Brine - morganquirk - 48 Hour Competition Entry

    Escape the sea.

    View morganquirk's journal. | View all entries by morganquirk




    lucasvb says ...
    Aug 22, 2011 @ 9:53am

    Pretty good. Love the presentation and gameplay, and the animations are great.

    The embed code isn't working in Opera, by the way. You should look into that.

    tecfreak says ...
    Aug 22, 2011 @ 10:02am

    Really very good!

    FireSlash says ...
    Aug 22, 2011 @ 5:53pm

    Love the graphics. "hide" seems a bit ambiguous at times, and the pickups aren't explained at all as far as I got. (What do I do with the cells/missiles?)

    Aug 23, 2011 @ 9:17pm

    This was really good. The water effects and environment are pretty excellent.

    The hiding mechanics were a bit inscrutable, and it would have been better if they were more obvious, but in ways the lack of clarity did add to the tension.

    The scattered but obviously meaningless pickups annoyed me, though the end game payoff did lessen my annoyance at that considerably.

    Good job!

    McTwist says ...
    Aug 24, 2011 @ 6:36pm

    A well formed game with good graphics and nice gameplay. Although, the problem laid in where and how to hide. It wa snot clear that there was a "boss-fight" in the end, but when getting those weapons and be able to fire it at the "fish" gave hope of such a thing.
    You should look into the html code as tim.swf is not deep.swf.

    nuria says ...
    Aug 25, 2011 @ 2:54am

    Good visuals and atmosphere. I felt a bit uneasy in there, maybe that was the point? A bit monotonous at times too, but overall pretty cool. :)

    wally2069 says ...
    Aug 25, 2011 @ 6:02pm

    The hide mechanic killed this for me. I really want to like this but dying for what felt like arbitrary reasons made this too tough to like.

    morganquirk says ...
    Aug 25, 2011 @ 9:42pm

    I appreciate all the feedback about the hide mechanic. I'm having trouble deciding what the right solution is, but I'm confident that the wrong answer is a hiding indicator.

    With the checkpoints I added at the last minute, the game is already watered-down enough to make the monster feel like barely a threat. If I make it easy to know when you're safe, the game will be reduced to some mediocre graphics and effects.

    Maybe I should just better teach the player what sorts of hiding would be effective against a huge monster.

    uncade says ...
    Aug 26, 2011 @ 1:51pm

    I love the atmosphere in this one, especially the "oh shit" moment when the giant fish comes out for the first time. Great work!

    MacTuitui says ...
    Sep 4, 2011 @ 3:33am

    Very nice. At first I was slightly panicked because I was wondering when I would drown. I liked the ambiguity of the hiding mechanic and the boss battle (slightly unbalanced as I was overpowered?), did not understand the power-ups really well. Maybe I should get a weapon at the beginning and collect parts until it works?

    Anyways, nice idea, nice implementation, nice graphics, nice music. Good job!

    Pierrec says ...
    Sep 5, 2011 @ 10:35am

    The best water level of history

    DrPetter says ...
    Sep 11, 2011 @ 5:34pm

    It's exciting and a bit scary. Later on I think I got good enough at hiding that the fish didn't even come out most of the time. The darkness disappeared after I found a safe place, and I could just go out and continue again. Not sure if that's intended. Sometimes the fish would swim by in the background though. Still, fun and reasonably "explorable" since everything isn't completely explained.

    alexlarioza says ...
    Sep 12, 2011 @ 6:14pm

    Gorgeous artwork!

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