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 :)
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.
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)
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...?
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.
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.
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.
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.
Comments25
Greetings to the Raumzeitlabor.
Also for some reason running the love file directly didn't work out for me. Windows build worked fine though
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...?
but i did not undersant what am i doing ):
fyi your .love version crashes love for me, think it must be a love2d bug since it's a crash not an error
Making the submarine faster would have been nice. Other than maxing my engines, I didn't really see the point of the power management.
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.
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'
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.