Venture out into the dark depths of an alien ocean fighting off savage creatures.
Summary
Fathom Commander is a submarine simulation where you manage a crew of starving desperate sailors to reach the bottom of the ocean. Throughout, you will encounter unimaginable horrors and find others to help serve your cause. You are the commander, you decide their fates.
Features
- Command a submarine crew. - Scan for treasure. - Manage oxygen supply to keep the crew alive. - Repair damaged rooms to stay in the fight. - Boost your engines to escape danger. - Dive to the deepest of depths.
It was a wonderfull journey deeper and deeper in the ocean. The gameplay is a bit difficult at start but with a third crewmate, things change and a was able to stay alive against the shark. Great job team, it remember me Faster Than Light.
I didn't think I would encounter a micro-management game, it's pretty well done! The problem I have is the random of the ping, 1 times out of 2 I would blow up on a mine while I was desperately needing torpedoes. And at 6 crewmembers, even if the oxygen bonus would indicate +5/s (at full power), with two crews inside the oxygen room, my supply would still fall fast and reach 0. Otherwise, I liked it, congrats !
Reminded me of FTL with the micro managing every unit. It becomes very hectic quickly and I found myself having to use the escape often and not having enough time to fix everything leading to a compounding disaster. In the end I managed to get to 3200 depth. Good job.
I love these type of game that require different approaches and sort of multitasking. And I suck at it. Nevertheless, it is a fun game so job well done guys!
Great job! I really like the gameplay and the diversity of the random events. I think a tutorial or more explanations about how works each room would be great.
Got to a depth of 24,7k but died because my crew got to big and the oxygen production couldn't keep up. But I had real fun playing the game. Looks and feels very good.
Two things I would implement in the game are: 1. Hotkeys for ping and confirm of the dialog 2. player controlled camera zoom. I hated that I couldn't see all of the ship
Other than that it is a great game. Ran into a bug where you instantly get a second big fish after escaping the first fish instantly.
Interesting game, you have to manage your crew but it is not too dificult. Once I figured out that pinging is important (turns out I should have read the description) the game was a lot more fun. Good work.
@doriansnowball thanks for the feedback. Camera movement was something was had wanted, but ran out of time. Additionally balance didn't get the time it deserved as well.
I quite like it, the camera as mentioned by many others was a bit of an annoyance, and the function of the slider was only really clear to me after i'd failed once, but when knowing how to use that aspect things were definitely smoother sailing, I really enjoyed the 3D seascape passing in the background!
Probably the best one I've seen so far out of the many takes on the "deeper in the sea" takes of the theme, very nice :D
Managing the o2 was probably the most annoying bit as it depleted *very quickly* even right at the beginning of the game, so you were more or less forced to have someone always there
I was able to pass 3K on my 3rd playthrough, this reminded me quite a bit about FTL, I would have loved to see the repair progress as well. Overall awesome entry, really well polished and fleshed out, perfect fit with the theme. Lovely graphics and mood, great gameplay with proper pathfinding/3d graphics etc. Really great job! The only thing I would fix is that the UI doesn't scale properly according to the screen size (I have an ultrawide screen) and the buttons overlapped some of the power management elements. Otherwise outstanding work!
Really cool management game! Had a bit of a learning curve at the start but after reading the instructions on this page I managed to figure it out. Some suggestions I would make is that it gets too easy once you play for a while, you get enough energy to max out everything and you get too many people for each station. I liked the idea of energy management so having that not be a problem anymore was kind of disappointing. Also maybe stop giving crew members after a certain amount, since more people after 5 don't really do anything and at one point I had so many people that my oxygen, even when fully maxed, is always at 0% Otherwise, I really like your management game, the art style, a blend of 3D environments and 2D sprites, worked surprisingly well, and I can definitely see potential in the idea. Good job!
Cool game, it was fun having to manage the crew and the energy for each system. It took me a couple of tries to figure things out and defeat the first encounter (leaving one poor crew member alive to pilot the submarine by himself), but after that I enjoyed building up a crew and exploring the depths - I made it down 11.5km before running out of hull strength and exploding. One critique is that the zoom in to the front when in combat was annoying when I wanted to move someone from the back of the ship onto torpedoes. Overall I enjoyed playing, good job!
The systems are well thought, the balance of the complexity feels right. The interactions and rules are not intuitive at first but with a bit of time it feels ok. The art is nice (I love the big fishark) and the sounds make for a nice ambience!
Comments23
Otherwise, I liked it, congrats !
But I had real fun playing the game. Looks and feels very good.
Two things I would implement in the game are:
1. Hotkeys for ping and confirm of the dialog
2. player controlled camera zoom. I hated that I couldn't see all of the ship
Other than that it is a great game.
Ran into a bug where you instantly get a second big fish after escaping the first fish instantly.
Probably the best one I've seen so far out of the many takes on the "deeper in the sea" takes of the theme, very nice :D
Managing the o2 was probably the most annoying bit as it depleted *very quickly* even right at the beginning of the game, so you were more or less forced to have someone always there
Some suggestions I would make is that it gets too easy once you play for a while, you get enough energy to max out everything and you get too many people for each station. I liked the idea of energy management so having that not be a problem anymore was kind of disappointing. Also maybe stop giving crew members after a certain amount, since more people after 5 don't really do anything and at one point I had so many people that my oxygen, even when fully maxed, is always at 0%
Otherwise, I really like your management game, the art style, a blend of 3D environments and 2D sprites, worked surprisingly well, and I can definitely see potential in the idea. Good job!
Overall I enjoyed playing, good job!
The systems are well thought, the balance of the complexity feels right.
The interactions and rules are not intuitive at first but with a bit of time it feels ok.
The art is nice (I love the big fishark) and the sounds make for a nice ambience!
Great job!