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.
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!
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!
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.
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 :)
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.
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 😅
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!
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
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 :)
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you posted my what
:D
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.
looks like dawnfolk
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!
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?
They are legally bound by non-disclosure agreements and can no longer work on anything else.
good job. great game :)
I like your game bro!
I can't find the game in the windows download... only a bunch of files
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!
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.
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 :)
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.
Enjoyed this quite a bit! It took me a really long time to realize how to read the radars direction though.
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
My radars all point directly upward, even the one I put at the top edge of the map?
Show post...
cooollll
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
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!
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
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.
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!
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
Gameplay and Critique ;)
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 :)
Very nice game! The art is very pretty and the gameplay is a lot of fun.
Good job!
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.
Thank you, we're fixing it now!