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A jam submission

FINAL TORPEDOView game page

Survive the onslaught of enemy fire in your submarine.
Submitted by Kristoff Red (@NitroGenStudios) — 7 hours, 40 minutes before the deadline
Rated by 9 people so far
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Creative Vision / Rationale / How Did You Incorporate the Theme
Originally the game was meant to be about trying to return from war, but during development it started to lean towards becoming a mission-based roguelike, so I ended up going with that.

I wanted to prioritize the fun of the game over having to limit my creative freedom to a specific theme and I think it ended up as an interesting game.

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Comments

Submitted

I'm happy that I was able to finish the first mission by myself. It was difficult at first, but after a bit of guild I was able to get better scores. With my best ability, I could get past mission #6. I enjoyed this very much.

Developer (1 edit)

sick!

thanks for playing

Submitted

The game is very fun and intense, if it wasn't because i couldn't find the GJ them from it, I'd give 5/5. Good job.

Developer

thanks!

Submitted (3 edits) (+1)

This seems not like a game made in 14 days (based on how polish the game is, if it is then you are a very strong and experienced developer) and the connections with the theme is very unclear since you have also mentioned it in your creative statment. 

Several feedbacks from my own play experience:

1) There will be more fun if you have a coop mode. one guy reload and shoot torpedo, one guy try to read and deduct info from radar; besides, considering how narrow the space is in a  submarine ppl also have to corrdinates their moving in it. 

2) Have a hard time to memorize what kind of shape of each screen is for detecting hostile ship. 

3) No feedbacks when I launch the torpedo it would be good if I can see its track on the launch screen

Developer(+1)

I used my custom libraries that help with polish that I made for my previous games, but all of the gameplay was made during the jam.

Thanks for the feedback!

(1 edit) (+1)

Game is incredibly fun! Reminds me a lot of Battleship advanced mission but told through clever diegetic UI. Everything being based on a couple of grids made the game easy to understand and play. Honestly, I really don't think you needed to VA instructions, but VA could make the game more immersive with a message from your commander or something like that. 

The good is the moving around and using these screens. Everything works together well. the 2's and 1's are easy to understand and the minesweeper repair mini-game gave just the right amount anxiety when repairing equipment. All the SFX, Visual FX, screenshake and colors not only add to the ambience and immersion but all play roles to alert the player. 

There was a bug where it seemed like if I repaired a screen, got off it, and got back on during the reboot animation it stayed black until it was damaged again and I repaired it again. I'll try and get a video and send to you. This bit detracted from the experience a bit, but I want to give it a few more goes to get further and experience more of the roguelike nature of the game.