Depth Protocol

We are the Jam Gam Gang:
Craig Harrod - 3D Artist
Jordan Oosthuyse - Game Designer
Kaellum Alves - Programmer
Kudkwashe Kambarami - Lead Programmer
Leandro Dos Santos - 3D Artist
Luke Barrows - Technical Artist
Depth Protocol is a sci-fi puzzle-adventure game where you play as a stranded space explorer forced to make an emergency landing on a mysterious underground space station buried deep within an asteroid.
The station is abandoned, its halls echoing with silence — but hidden within is a power core, your only hope of escaping and continuing your journey across the stars.

As you delve deeper, you'll face a series of puzzles, environmental hazards, and uncover the mystery of why the station was abandoned. Piece together what happened to the crew, restore power to the station, and navigate the depths with caution.
Every step forward is a test of logic, reflexes, and your will to survive.

Uncover the truth. Reclaim the power. Escape the depths.
Download notes - Download Protocol.zip, do not download BuildV.4 that is an old build
Itch Link: https://bimpyton.itch.io/depth-protocol
Tags: #3d, #atmospheric, #exploration, #first-person, #mystery, #no ai, #sci-fi, #short, #singleplayer

Comments16
>Uh oh!
>If you're seeing this error, it means I can't find your index.html file.
>This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
>See the embedding guide for more details. ludumdare.com/resources/guides/embedding/
>404 Not Found
Unfortunately it's very hard to play, the player movement gets laggy when your are not looking to the center room, and the farther away you go, the harder it lags. It gets really difficult on a game where you have to look for clues.
I managed to open the safe, but didn't know where to go after that :(
Great intro tho!
The collision was quite janky for the jumping over boxes. You can also walk through the closed door to the control room.
The final puzzle was unclear until I guessed you probably chose nice round numbers rather than the exact mark positions.
As for bugs and design oversights: you can't change the volume or mouse sensitivity from in game, in the first level you can walk through the closed door to the control room, in the first level I could only jump once, the player's jump felt very short compared to the gravity and the height of the boxes, and the player's walk speed felt slow compared to how much you need to traverse the environments. For move speed I'd suggest adding a sprint button.