• Mcwequiesk
  • 2 years ago
  • 1st


This game starts in fullscreen.

GMZ download here: Dropbox

The source is also included in the game's zip.

(I want to apologize for the size of the ZIP being so large. I didn't expect that. I wanted to take the source out of it, but it's too late... oh well. Thank you all for dealing with the file size!)

Can You Get to the Bottom of This?

Armed with your harpoon, find your way down the abyss to claim the treasure below as your own! Look out for the fish, or you'll be sleeping with them. There are four upgrades along the way that will help you finish this task. You'll also need to collect air from barrels as you dive deeper, or else you'll drown. Be brave and the treasure will be yours!


A, S, W, D: Move

Mouse: Aim

Left Mouse Button: Fire Harpoon

F12: Restart

Escape (hold): Quit

Game features 3 stages, from the surface to the bottom of the ocean. There are several types of fish to watch out for, including squid, jellyfish, and sea turtles. Over 20 levels of harpoonin' action!

Note: The game starts and stays in fullscreen. If you click something as it loads, it may not load up properly. If you get a blank white screen, hold escape and open the game again.

Another Note: I used one shader from KeeVee games. Other than that, I created everything.

I feel like I did a good job, having limited time. I didn't get to add everything I wanted to, but I'm satisfied with the end result.

I really wanted to make a giant squid as the final boss, but I didn't have enough time so... yeah. No final boss, I really wish I had more time. I would have also added checkpoints, to make it less of a nightmare when you die.

If you want to know a bit more about the game, damage is dealt based on the speed of getting hit. Faster enemies, you take more damage. Faster harpoons, they take more damage. It all adds up. So an enemy that hits the wall and bounces back at you hurts your more than if you just swam into it.

The player and enemies also have two vectors that determine position: the built in speed/direction, and then two other component variables. That way you can get knocked back without changing the way you swim. Pretty neat, huh?

You can learn more about the inner workings of the game by taking a look at the source.

Thanks for playing!


You must be logged in to leave feedback
Register an account or log in to start writing.