- Theme: Depths
- Team: Lizz
Goal:
Via exploration discover all pipe puzzles, connect them and when all are done seek the valve at the bottom of the sea to drain the ocean. Be careful for the beasts that will harm you, mad scientist. Either they make you drop the pearls, you thought were your marbles, or force you to restart the level if you don't have any pearls anymore.
Highscore:
Drain all seven seas and earn a spot on the highscore table! Also, every level got it's own highscore table
Controls:
- Explore: Arrow keys
- Swim up/speed: Spacebar
- Puzzles: Mouse to click
- Reset player: R-key
Watch out for these! 
Pearls and clams are your friends 
These can hide pearls 
Trivia:
- The song that plays at the start at each level was supposed to be temporary, but playtesters liked it and I did not have time to make something more serious, so there you go :)
- Mr Marmo is supposed to be "Marbles" translated into italian. But I accidentally translated "Marble", the white stone. And the game contains pearls instead of marbles, so the name is not related at all anymore :grin:
Version control:
- V1.1
- Highscores displayed as Ascending instead of Descending. I fixed that
- Fixed two bugs on main menu screen: after gameover the screen would go dark + Alignment issues
- Added Reset Key in the case you get stuck






@dis0rder Thank you for your in depth performance testing! To be honest, I'm not sure what is causing those slowdowns. I have been poking through the leveldata to try and figure out what could cause this.
The code that determines the darkness of the rendering is calculated every gametick and is based on the diffrence between the water level and the Y position of the player. So that should be a constant between levels.
The amount of pearls, plants and enemies change each level, however: I can't find significant variations between the amounts. I have to debug myself on one of my potatoe pc's to find the root cause.
The idea of exploring after draining crossed my mind, it could be very interesting to try that in a post-jam version maybe 🤔 Although, now there is a clear finish, so I have to think about how that should work maybe. Someone else had another idea: start the next level at the drainlevel where the previous ended. That way one could play with diffrent play-orders :)
Thanks again! That was really interesting and I apreciate your time and effort.
@lereveur so great to see you here! Thank you for your kind and honest feedback! Indeed, programmer art can be so much more than only graphics 😁
@aweskybear Thanks for your feedback! I tried making clear that the mouse can be used to put a little indicator at the top left of the screen. Where would you expect such a thing? Above the player maybe?