Nuclear Descent

Overall★★★★★★★★★★3.08
Fun★★★★★★★★★★2.77
Innovation★★★★★★★★★★3.12
Theme★★★★★★★★★★3.04
Graphics★★★★★★★★★★3.54
Humor★★★★★★★★★★2.45
Mood★★★★★★★★★★3.65

Nuclear Descent

You are a diver and you've been sent on a mission to disable a nuclear reactor in a sunken facility. Due to time constraints, the only solution leadership could come up with is to blow it up with a carefully placed bomb.

The reactor is malfunctioning and sends out bursts of radiation that heat the water every 10 seconds. This means you only have a few minutes each day to enter the facility before you are forced to leave due to the heat.

In the facility you will find rocks that emit radiation particles. Your suit can collect these to turn them into energy which can then be used to upgrade your suit and finally, to build the bomb.

Once you build the bomb, you must deliver it INTO the reactor.

NOTE

Players have reported that camera sensitivity was way too high, so I uploaded a build where you can lower and increase it with Q and E respectively, so try that if you find it hard to control the camera

Controls:

* Move : WASD or Left Stick
* Move Camera : Mouse or Right Stick
* Drop / Walk Mode : F key or B Button (Xbox)
* Swim Mode : Space key or A Button (Xbox)
* Run Underwater : LeftShift or X button (Xbox)
* Collect Energy : Left Click or Y Button (Xbox)

Important Gameplay info

* If you are inside the building when the heat bar fills, it's game over so leave through the windows before it fills up
* Swim into the submarine to end the current day
* Stand in the center of the energy rocks to maximize the number of particles you collect
* UPGRADE ENERGY SOAK! It significantly increase the amount of energy you get from rocks, and its cheap
* You need to find a way to the reactor to deliver the bomb, so try to find it before you buy the bomb. You might die exploring if you don't have enough heat resistance or know how to get back to windows.
* There's a pretty obvious shortcut to the reactor that I left in just in case

Development notes

My original idea was a sort of Resident Evil underwater, where you would have to explore the facility by finding keys, opening doors, and solving simple puzzles. I got really close to implementing this, and I even had the level designed with all the routes the player could take, but I got stuck towards the end after making some stupid decisions and mistakes which cost me a lot of time. I had to scrap the whole idea and quickly slap something together. That's where the energy collection mechanic came in.
The original upload had a lot of bugs because of a sleep deprived mistake that completely broke the physics (I was using LateUpdate instead of fixedUpdate...). I also forgot to disable "Auto Generate" when baking the lights which almost made me miss the submission deadline.

Another mistake was getting overconfident halfway through development and thinking I had time to spare. I spent hours planning and creating a scene in Blender that I wanted to include as an in-game cutscene. The noisy intro to the youtube video is part of it, and it was rendered during the jam.

As for things that went smoothly, I was able to design and develop the entire map in a very short amount of time thanks to level buddy (https://matt-lucas.itch.io/level-buddy). I'm also happy with how the character animations came out after getting significantly better at rigging.

I really liked my original idea so I might develop this into a full game in the future

Screenshots

Tools: Blender

Comments14

huskitch5 Oct 2022, 16:32
Page could use some more info
Skleembof
Skleembofauthor8 Oct 2022, 01:46
Sorry I didn't have time to put any info during the week
LDJam user 08 Oct 2022, 02:36
For me the camera is very sensitive and it is difficult to aim the camera where I want to move. At times it made me feel a little motion sick.

I like your theme though it's definitely unique, and the animations / art were also pretty good for the short timeframe. Good job!
khaotom
khaotom8 Oct 2022, 03:23
I liked the underwater exploration and the progression from being short of breath to being able to stay out for longer and longer each time. The most difficult part I found was trying to swim back up through some of the floor cutouts. I think this was due to the turning radius of the character while swimming, if I was off and missed it I couldn't just easily circle back around, instead needed to back way up and aim like I was landing a plane. I found a blue key looking thing but it didn't seem to do anything and I couldn't figure out how to pick it up. Overall though I found it pretty engaging and I achieved victory in the end!
Destiny20288 Oct 2022, 03:50
a bit blurry, but mood is 5/5
ChrisWiseman8 Oct 2022, 06:29
Really like the environment you have created with the lighting and the sense of how you stated wanting to be Resident Evil underwater. Probably need to soften the control sensitivity slightly, but understand given we all had only 72 hours. Keep it up :)
Dingledorf
Dingledorf8 Oct 2022, 06:38
Really good effort! The play model and animations were top notch, as was the mood set by the looping audio. Sometimes it was a bit difficult to control the character and the camera's behaviour together with the dim lighting made the experience a little disorienting, but in the end I was able to deliver the bomb to the reactor. Nice work!
ironcutter
ironcutter8 Oct 2022, 13:24
Had some truble with the oversensitive camera.
Atmosphere is really really cool.
Ingo_holle
Ingo_holle11 Oct 2022, 20:50
I loved the atmosphere of the game as well as the take on the theme! I have to agree with the other commenters though, I struggled big time with the camera due to its sensitivity.
Skleembof
Skleembofauthor12 Oct 2022, 22:33
For anyone running into sensitivity issues, you decrease the sensitivity with Q or increase it with E
Georgy16
Georgy1616 Oct 2022, 11:53
Cool and interesting game!
Hacktier20 Oct 2022, 21:25
Cool game. The game looks good and plays well. Nice work.
Trexxak
Trexxak21 Oct 2022, 21:42
Super unique experience all around! Loved how good the movements felt, especially!

Also, it's inspiring to see you being so open about problems during the development. Your original vision sounds incredibly cool, I'm sorry it didn't come to fruition. As it stands, it still delivers strong on mechanics and mood! and uh... model details, let's say. :sunglasses:

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