Inspiration
I wanted to make a fast-paced underwater racer where you navigate dark ocean trenches instead of regular tracks. The goal was to build something intense that relies on dynamic lighting, tight handling, and quick reflexes.
How I built it
- Engine: Built in Godot.
- Physics & Controls: Custom-tuned underwater physics so the subs drift and thrust naturally through water without feeling heavy or sluggish.
- Visuals: Designed low-poly deep-sea assets with glowing UI accents and particle effects to give a real sense of speed.
Challenges I ran into
- Tight Deadline: I had very little time to finish this, so I had to cut fluff and focus entirely on making the core movement feel fun.
- No AI Used: While a lot of people used AI generators for code and assets, I made everything completely from scratch by hand. It took way more effort given the short timeframe, but it was worth it to make something genuinely original.
What I learned
- Keeping scope tight and focusing on one great core mechanic beats adding a bunch of half-baked features.
- Fine-tuning game feel and custom physics takes a lot of quick iterations.
Built With
- game
- godot
- itch.io
- web-playable
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