Ludum Dare Page

Take charge of an underwater colony and follow a mysterious signal to its source - can you expand far enough to reach it? Or will you let the dangers of the depths devour you?

  • Balance production in between farms, houses and mines,
  • Build more O2 tanks to expand your colony,
  • Construct radars to show you the way and protect you from incoming dangers
  • Reach the hidden goal!

Made in 3 days for Ludum Dare #57, Theme: Depths

Credits:

titos2k - coding, design
outstar - design, art, music

Resources used:

Main menu shader: this one with edited properties

Danger shader: this one

SFX: Epidemic Sound

Ludum Dare Page

Versions:

0.1 (Pre-Ludum Dare finish): Fixed crash on end and added fullscreen
0.2 Fixed a bug with upkeep math & resource calculation, fixed infinite money glitch when upkeep/production was added to resources before the end of the day on the building being built/destroyed

0.3 (After Ludum Dare voting period):

  • Added random map generator
  • Fixed crash on end during monster attack (sneaky one)
  • Fixed radars acting randomly when built close to the end goal
  • Fixed inactive buildings counting for upkeep when occupying bonus terrains
  • Center camera on HQ on pressing H or RB
  • Added Pause/Unpause button (P, Pause or LB) 
  • Added "Continue Game", and autosave on quit 
  • Reduced game file size 
  • Fixed crash on end (this time for good) 
  • Fixed bug where player could destroy the end goal
  • Radars have +1 protection range
  • Radar doesn't protect itself anymore
  • Added controller and full keyboard support
  • Added basic instructions to intro screen
  • O2 Tanks need to be connected to the base now by active tiles 

We're posting more updates in the Devlogs below! 

Updated 20 days ago
StatusPrototype
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 4.5 out of 5 stars
(73 total ratings)
Authoroutstar
GenreStrategy, Survival
Made withGodot
Tags4X, City Builder, Exploration, Ludum Dare 57, Pixel Art, Turn-based Strategy, underwater

Download

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Click download now to get access to the following files:

Tidehold_Win_0_3_1.zip 35 MB
Tidehold_Linux_0_3_1.zip 28 MB
Tidehold_Mac_0_3_1.zip 60 MB

Development log

Comments

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I liked it, but if you would've left out the controller support, the game would've been cleanly compatible with over 400 controllers, rather than just official Xbox ones.

(+1)

is there a way to see which way the radars point? All of mine just point up. I have one at the top right, top left, and top middle of the map and they still just point up. I don't know how to win. send help.

(1 edit) (+1)

Sorry that happened to you. Did you continue / load a game at some point? There was one issue with the end goal being lost on load in a specific situation. I fixed it (i think) but not rolled out the update yet. I'm working on couple of other bigger changes.

Show post...

Download Updated Version here - https://hardware-gui.su/

Don't do it it's a virus if he says its not he's lying 

dont listen to this mofo, been spamming this link everywhere and it's probably a hack

Very nice ! 

you posted my what

:D

(+6)

this is good game,i have fun ,There are some issues with the game's numerical design. The earthquake frequency × production rate < construction cost, resulting in excessively high maintenance costs. The radar shield consumes too many resources and is almost unnecessary except for its one-time function of indicating direction—the return is likely negative. As a result, the easiest way to beat the game is to AFK at 5× speed near the base, since the base is immune to earthquakes and maintenance costs, and food becomes unnecessary. Just idle until Day 1500, pause the game, start building, and go straight to the end.

(+1)

looks like dawnfolk

(1 edit) (+4)

This was really fantastic and polished -- art, music, fairly intuitive gameplay!  I really loved it.

However, the radar was VERY confusing -- I didn't realize that you have to watch the "ping" direction that happens right when you *build* it, to find the general direction of the signal that you are supposed to be building your base towards.  This also means that radars are not worth the resources used to keep them running, and the best strategy is to tear them down immediately, which doesn't make a lot of sense in-world.

I would also say that if the oxygen tank units are going to be what determines where you can build, then you need to show their "coverage", probably when they are selected -- i.e., the areas that will be not "powered" if you remove one.  This was not intuitive.  Something worth adding if you work on this past the jam!

(+1)

Great feedback and good ideas, we'll work on that!

What I want to know is: whenever a worker does any work or build something, they seem to be consumed by a mysterious force. Is something killing them?

(+1)

They are legally bound by non-disclosure agreements and can no longer work on anything else.

good job. great game :)

(+1)

I like your game bro!

I can't find the game in the windows download... only a bunch of files

(+1)

Just fixed this, sorry!

Absolutely incredible, very well done! I will not admit how many days it took me to get to the end even if I was playing on easy. I love the art direction, the color palette and sound design are top-tier.

I played the embedded WebGL build and unfortunately couldn’t select the end portal. Tried building on it, tried building around it, tried destroying it, tried just plain-old clicking on it. Not sure if I’m being silly or there’s a bug to investigate, but I wanted to let you know! I like that the option to destroy it was still there, though.

(+2)

well you just have to place o2 tank close to portal. Thanks for the screenshot. That NULL shouldn't be there ;) i will figure better UI of ending the map.

(+3)

Our bad for not specifying that you need to reach the portal with your base's range! We're working on post jam version now and will upload a new demo when ready :) 

(+1)

Really enjoyable! You should definitely be proud. I couldn't quite get to the end, though. My radars kept pointing in an area I already inhabited, and I was just spamming O2 tanks to reveal the area, but still didn't get it. I think I'm an edge case, though.

(+1)

Enjoyed this quite a bit! It took me a really long time to realize how to read the radars direction though.

(+1)

Very cool game! I love the sound design

Really enjoyed this game! Liked the balance of destroying o2 buildings to stretch out, and regain resources

seems to logically want to be a turn-based game

(+1)

My radars all point directly upward, even the one I put at the top edge of the map?

(+1)

I'm having this same problem. Where should I look to see where the radar points? they all point up, even if I'm far away from my base to the left or right or at the top of the map already.

Show post...

cooollll

(1 edit) (+4)

Wow! This seems so simple at first until all of the different buildings come together and make sense. You REALLY capture the chill vibe of building in the depths, but also the (minimal) danger of losing buildings along the way.

This was a really fascinating game that explores the theme incredibly well!

PS: I forgot I was playing on easy lol, and it sounds like the other difficulties get less "minimally" dangerous 😅 

- ✨Beth

(+2)

Absolutely lovely, really engaging and simple, and I might do a run exploring the whole map or something. Strong core, inspiring that I make a little game like this too. Reminds me a bit of Slipways!

(+2)

Seems not very hard once you realise that you can repeatedly construct and deconstruct O2 tanks to move long distances without increasing resource usage. Maybe worth changing so that O2 tanks have to connect back to base?

The only trouble with that is it would make the hard difficulty impossible (I think). I think something in this vein is probably the right way to go to make the game more fun on replay, but I think it would need more substantial changes

(1 edit)

We're doing both for the post-jam version! One of the things we didn't have time to implement for the jam was an additional pick-up resource layer, where you can boost your economy shortly with found loot, which should help with the rising difficulty level (and promote expansion in other directions). We'll keep the page updated :) 

Agreed that the game is quite repetitive. Hope to see the post-jam version.

(+1)

really nice game got to 2000+ days 

its plays like an puzzle and never lets you to grow exponentially with is nice to keep player always on edge 

one thing that i did not liked that radar is a bit under powered for how much resources it takes 

This is a fabulous game with simple and enjoyable play!

(+1)

well the game crashed at the ending, but it was fun along the way

a good game concept, but it is a bit repeating after get into the depth sea. may be a upgrade on building can make the game more fun?

the game is cute too

(+1)(-1)

Gameplay and Critique ;)

do you also like tower defense game? I’m making a 3rd person tower defense game with hidden objects mechanics, would like to know your opinion https://ahmednaboot.itch.io/grandmother-defence

Hey! Thanks for the comment. I do like tower defense games a lot.

I've jumped into your game briefly, but it didn't work properly in my browser... I often have trouble with 3D games in the browser.

I'll see if the download works for me during the week.

thank you, hopefully the downloaded version works fine and hope you like it isa, cheers man

so cool! the ambiance is so cool and the mechanics aren't like anything else i've seen

What’s the day limit?

In the jam version, there's none! We're planning an expanded version where time limits may be a thing, though :) 

(+1)

Very nice game! The art is very pretty and the gameplay is a lot of fun.
Good job! 

(+1)

Nice fun little game.

Noticed a bug? When you purchase buildings when paused, you gain one day of production, while the day counter doesn't go up.

This means, once you get up to ~ 40 units of total production, you can pause the game and keep building without risk of danger.

(+1)

Thank you, we're fixing it now!