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Needs a depth gauge and speedometer to show your speed and depth and also speed of descent if possible. Yeah, destroyers are way too fast upon detection.
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Good start. Things to add - N, S, E, W (and heading) to the radar map so I can see what heading I'm sailing. V - climb to periscope depth. P - Magnified periscope view. When steering, it should turn me as long as I have forward velocity, not just when I accelerate. Pressing down arrow when stationary should make me move astern. Currently I'm stuck rammed into the side of the last destroyer. Torps don't work at 0 range. And I'll second the call for bigger maps. This game play stuff is probably more important than adding more detailed scenery. The scenery seems fine to me.
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Intricate enough the Ascend and Descend is cool but could you have made bigger maps and better scenery the 3D is great tho. So over all a nice game with just abit of improving then it could be totally awesome
...And here I was afraid the maps were already too big! Thanks for your constructive comment, some trees and buildings on the cliffs and islands would be a good idea... maybe even some underwater stuff? I can see to adding some scenery to the maps and tweaking them for increased awesomeness... after I get some sleep of course! :D
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Really great idea for a game :-) A few suggestions: 1. Destroyers seem to suddenly move really, really fast sometimes when they detect you- they go from zero to right on top of the sub. They sit around too much, imo, but then go hyper-active, which just feels weird. 2. If they fire a torpedo, play a warning sound (IRL, torps are heard on sonar). 3. I know it's not realistic, but strafe with Q and E would make moving around a lot less of a hassle sometimes. 4. Going to periscope depth takes too darn long, same with diving. I know IRL it's not fast, either, but it's a game and I'd like it faster. 5. Some sort of "stealth bar" showing how sneaky you're being would be awesome. 6. Add enemy boomers and attack subs and minefields, plus a big challenge of trying against a carrier's screen (random sonobouys, heh), and you have a very sweet game here. 7. The art's not really that important, although it'd be nice to not always be in fog.
These are great suggestions! I know that I'm definitely going to do a sequel to this game, but I'd like to not make it consecutively to this one and first do an unrelated game instead.
It will most certainly happen though.
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there should be pressure resistance that don't let you silk too long and too deeply (slowly renovate when you emerge)
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youknow it would be nice if 1 enemy ship sink slowley like yours and 2 if they had health big ships take three torps small two patrol boats one that kind of thing and fish and coral sharks and underwater volcanoes? and maybe diferent sub types like one is fast but little armor one is tough but slow another that has strong torps and good speed but TERIBLE turning and then the defult thats like the one alredy in game and again BIGER MAPS PLEASE it just feels so...........confined and maybe add deck guns? that we have to use if spotted and a hull meter so we know how much health we have left otherwise wonderfull game!! ill keep playing to see how it changes
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Other things. What does holding Z do? I know releasing it fires, but what does holding it do? Louder explosions from depth charge near misses would be good. Some blips when a destroyer is scanning you. Passive vs active sonar (your sonar is just active, but passive should be able to detect ships from a fair range - unless they are running silent).
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Warning for 'shallow sea' and 'enemy ship sited would be nice'. Periscope (and normal?) view should be able to be freely rotated.
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A good tactic would be to open your sonar for about 5-7 sweeps, then shut it and sneak away some distance from you original position. Wait for the destroyers to gather and depth charge your original position, then turn towards them while they are clustered together and fire off your torpedoes. You can usually get one if not two hits! Rinse and repeat. You don't have to get to periscopic depth to fire torpedo, just get near to it when the ships are at first circle on your sonar. If they are further away you may even be able to fire at a deeper depth. Never attempt to fire after a moving destroyer, always wait for it to stop first. When you are bored, try fighting the destroyers using your sub as a boat and stay surfaced the whole time, since your sub is not that slow either.
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Great game, I will admit that although I've noticed something of a glitch in survival, sometimes the enemy destroyers appear on the land patches or are spawned inside the land patches so you can't do anything and they can't either.
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I love the feel of the game. Good gameplay foundation - ascend, descend, additional torpedo aiming. I didn't like how enemies detected me from far away even though I was submerged, also they killed me quite quickly without me finding out I was being attacked. I'ma fave the game and come back later to see if I'm getting my submarine action on.
Thanks! I did some work on how much warning you get when an enemy ship is attacking. Now when your actions alert an enemy ship, it will flash red as if sonar'ed.
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once you figure out that the torpedoes actually can sink the destroyers when you're submerged......which I couldn't get the hang of for a while....the game loses all challenge. still fun while it lasted though.
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Great little game you got here. I still don't hear warning sounds whenever a torpedo is fired, even though you apparently fixed it. Maybe I'm not doing something correctly?
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could use:
-objectives/missions
-health indicator
-is there any benefit of having sonar on/off?
-depth
-bearing/coordinates
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The game is pretty easy after you get the hang of it, the destroyers don't notice you if you are not at periscope depth or using active sonar
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Great game, congrats! 5/5!
I would love to see two things:
It would be good to have a heading indicator in degrees,and more important, some improvement on destroyers' pathing so that they dont end up off the water, it is really annoying to have to restart a good progress in survival.
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very good, so far. i do miss some more boat like behavior, instead of a brake, i really need to be able to reverse the engine. furthermore i would suggest the classic engine speed setting: slow - half - flank - ...
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Just a suggestion for some further improvements:
1st: Set y for fireing torpedos too. - Why? QWERTY / QWERTZ Keyboard support.
2nd: Maybe add steering with mouse (catching mouse with Unity 3d is possible)
2.5nd: Ascending / Diving with mouse wheel?
3rd: Delete the Tutorial from the main screen and add it as first mission with a skip button (just a simple improvement but hey it's better if you play it the first time)
+ if you like it
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Ok, since that the preference is a bit more arcade, having upgrades would be nice too. Upgrades such as type of torpedos (dumb, acoustic passive, acoustic active, decoys, battery, steam), hull (increasing max depth range), passive sonar range, hull coating (increasing stealth), submarine type (no. of tubes), would be nice... Enemy types can increase, and instead of a 1-hit death, a lifebar would be good. Its abit like ace-combat is to a true flight simulator.