Event Links: [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]
Game instructions:
Steer your submarine to the target in each level. Avoid rocks and mines.
Shift energy between your systems to get the right properties for each situation.
Systems:
Engine: The power of the engine sets your maximum speed
Sensor: Increase your viewing range by powering your sensor
Air: More air improves your cooling to allow for more acceleration
Controls:
Arrow keys to navigate
q / a add/remove engine power
w / s add/remove air power
e / d add/remove sensor power
f3: reset level
f11: next difficulty
m to mute
escape to exit
Running the game:
Mac and windows versions are not tested yet.
Love version:
This game requires love2d( https://love2d.org/ ) version 0.9.1.
Source:
Just unzip the .love file and run away because this code is horrible :)
Downloads and Links
Ratings
![]() | Coolness | 100% |
#432 | Theme | 3.40 |
#579 | Mood | 2.96 |
#626 | Innovation | 2.96 |
#750 | Audio | 2.38 |
#884 | Overall | 2.85 |
#924 | Humor | 1.90 |
#963 | Graphics | 2.53 |
#972 | Fun | 2.51 |
Comments
Cool idea and solid implementation. Quite challenging to control at the beginning. More narrow levels would be a good challenge to really shift the energy. I was happy with a almost evenly distributed setting.
Greetings to the Raumzeitlabor.
I like this, reminds me of space shooters where you have to assign power. Little bit slow and I kept expecting a jellyfish to eat me
Also for some reason running the love file directly didn't work out for me. Windows build worked fine though
Engine and sensors made sense intuitively, but I wasn't able to figure out what air did without reading here (I had it on the minimum nonzero value on the assumption that my crew would die if I didn't have any air)
I like the concept a lot! I do wish the game moved a little faster.
Good entry, wish the submarine was a bit faster. Even with power redirecting it was difficult to steer, but maybe this was intentional.
Enjoyed the atmosphere, especially when it was almost pure darknes.
Now let's see... I really like the concept. But I got lost very easily. The first 3 times I tried playing the game were me being lost.
Then I found the first target, and the second, and the third. IDK, but those three are at the same place, but with variations.
But as soon as I left the safety of the tutorial section, I got lost again.
I feel all this needs is a little guide at the start. Or maybe smaller areas...?
Good light and mood, nice work,
but i did not undersant what am i doing ):
enjoyed the concept and mood, could use some work on the graphics. well done!
i like it! the hitbox on the sub could be better, kept hitting a rock without hitting it when i was trying to go under it
fyi your .love version crashes love for me, think it must be a love2d bug since it's a crash not an error
It is an interesting concept and I enjoyed it for that. Managing the energy distribution on a submarine is very cool and original idea, but once I got them right there was no reason for me to change them, so it felt like a gimmick rather than a core mechanic. Also the collision is bit off.
I wished that it was easier control wise to quickly switch between different systems.
Very unpolished when it comes to UI, but in the end, a very good game! Great job!
Interesting energy managing mechanic. Thanks for lua sources!
This didn't work for me on OSX. I just saw a man saying "No Game".
mac build should be fixed now(i can't test it because i have no mac)
Cool idea. I couldn't find the target though, and had no idea how fast I was going because the background is a solid color. Great atmosphere, very relaxing.
Good mood and everything. I honestly had no idea where to go though... I just dived and dived... Didn't see any targets, rocks, or mines.
I felt that the green orb was a big ambiguous at first - followed by a warning about rocks, combined with what looked like a sudden level reset, it made me think it might be a rock.
Making the submarine faster would have been nice. Other than maxing my engines, I didn't really see the point of the power management.
I like the game mechanic of having to balance the three systems.
The pace of the game is a bit slow though, I think the difficulty would actually be higher if the game was a bit faster.
Couldn't run.
Error
shader.lua:20: Attempted to call field 'newShader' (a nil value)
Traceback
shader.lua:20: in main chunk
[C]: in function 'require'
main.lua:13: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
My bad: had an older version of LOVE and didn't realise, whoops!
Interesting idea with the power balancing, although it felt like a very slow game with the amount of total power given. Neat concept! Reminds me of FTL for reasons I'm not sure of.
Reminded me of having to balance energy to different systems in TIE fighter. I wish moving around would have been a bit smoother, and I really wanted to upgrade my ship, but I liked how the levels progressed with new challenges to overcome.
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Nice concept, feels good!