Kind of deep waters

Kind of deep waters

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 3.71
fun: 3.62
innovation: 2.93
theme: 4.34
graphics: 3.66
audio: 3.43
humor: 2.62
mood: 3.54
⚠️ The web version is not optimal. For a better experience, use the executable.

Known issues on web:
* Long loading time (30 second-ish the first time you start a new game).
* Pixel art graphics might look worse because of stretching.
* Tilesets might not render at all. (try disabling web extensions and emptying your browser's cache)

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❔ DESCRIPTION

Kind of deep waters is a deep sea exploration game with procedurally generated levels. Carefully maneuver your bathyscaphe (i.e. a fancy word for submarine) to descend into trenches while avoiding dangerous creatures and obstacles. As you go deeper, the environment will become darker and will force you to use your light projector to progress safely. Collect treasures to buy upgrades and explore even deeper! What secrets will you unveil in the depths?

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📋 INSTRUCTIONS

* Your goal is to reach the bottom of each level.
* If your air depletes completely, you lose.
* Violently colliding with obstacles or getting hit by enemies will damage your hull. Hull damage translates to increased periodic air loss.
* Collect air bubbles to restore air.
* Collect pearls for money that you can spend to upgrade your bathyscaphe.

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🕹️ CONTROLS

Mouse & keyboard
* WASD or ARROW KEYS: move the bathyscaphe
* MOUSE : move the light projector

Joypad
* CROSS or LEFT STICK: move the bathyscaphe
* (sadly, we didn't have time to implement light projector movement and UI navigation with joypad)

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💡 NOTES

* Yes, the game is *kind of hard*. That's why we decided to allow access to the shop (and not losing progress) even if you lose.
* There is no pause feature.
* You can only access the settings from the main menu.
* All progress is lost if you leave the game.
* On rare occasions, it might happen that the path is blocked, such that you *have* to hit a naval mine/sea urchin to go through. Sorry about that! (or not :smile:)

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🎖️ CREDITS

We're a team of 4 friends irl. Most of us are experienced in programming and some even in game dev, but we're teaming up on a project for the very first time!
* 510
_("sketchy" game designer, project structure ~~manager~~ criminal, "tying everything together" engineer, "fishy" artist, annoying perfectionist polisher artist, blip-blooper, game page redactor, balancing complaints issuer)_
* 7uc4s
_(LD jam host, insane map generation coding machine, sub-nautical physics expert, particles enthusiast, draft artist, jokes writer, explicit git committer)_
* fullbuff
_(creature movement engineer, bathyscaphe upgrades officer, Perlin noise enthusiast, overzealous tester, algae artist, blip-blooper, DJ)_
* maximence
_(rocky tile set designer, draft artist, UI artist, "UI don't need me for this project")_

Special thanks to our other friend ploufboum who joined us during the jam and helped us by improvising some music.

Tools used:
* Godot Engine (game engine)
* Aseprite (pixel art graphics)
* BeepBox (music)
* Audacity (music and SFX post-processing)
* Bfxr (SFX generation)
* ChatGPT (coding assistance and generation of the sprites we didn't have time to draw, notably the items you find at the end of levels)

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📷 SCREENSHOTS

Found a bug?
Tell us on Discord