A stealthy underwater collectathon built under pressure, with charm and chase at its core
Overview
Octopus Traveler is a 3D stealth-action collectathon created during a fast-paced game jam. Built around minimalist controls and expressive visual cues, the game puts players in control of an agile octopus navigating an underwater arena. The goal is to collect fish while avoiding a persistent shark predator.
Players swim using rhythmic jumps, locate dynamic fish with the help of a proximity-based pointer, and evade detection by camouflaging themselves against rocks. Designed for quick immersion and tense gameplay, the project focuses on clarity, risk, and reward within a short, tightly scoped loop.
Design Philosophy
The aim was to build a small 3D experience with strong player feedback and engaging moment-to-moment decision-making. With limited time and resources, the design focused on creating tension through proximity-based feedback, a clear chase mechanic, and a satisfying risk-versus-reward structure.
Taking inspiration from stealth and survival games, the project uses colour, sound, and movement to establish atmosphere while keeping controls intuitive and the objective straightforward: collect all the fish without getting caught.
Key Gameplay Features
Rhythmic Swim Controls
- Spacebar propels the octopus in a swim-jump motion
- Momentum and gravity combine to create buoyant, flowing movement
Fish Collection
- Fish swim within defined zones
- A triangular pointer on the UI guides players towards the nearest fish, increasing in size as the fish gets closer
Shark AI
- Patrols the environment
- Enters pursuit when the player is spotted
- A red screen overlay intensifies as the shark gets closer, providing feedback without a traditional HUD
Disguise Mechanic
- Approach specific rocks to transform into a rock
- While disguised, the shark loses interest and eventually disengages
- Camouflage is temporary and requires careful timing and positioning
Victory Condition
- The game ends once all fish are collected
- Optional future expansion includes time trials or scoring for replayability
Technical Highlights
- Developed in a 3D engine using lightweight geometry and shaders
- Dynamic UI pointer system helps players navigate towards objectives
- Red screen overlay provides escalating threat feedback
- Simple AI state machine for shark patrol, detection, chase, and disengagement
- Trigger-based disguise system with temporary invulnerability and AI reset
What I Learned
This project taught me how to create tension and player direction in a 3D space using minimal UI and strong environmental cues. I learned how to balance player movement physics with enemy AI behaviour to create satisfying chase-and-escape moments. It also reinforced the importance of tight scoping and polishing a few strong mechanics during time-limited development.
Future Improvements
- Add a timer, scoring system, or ranking to improve replay value
- Introduce new fish types or behaviours
- Expand shark AI with sound detection or search patterns
- Enhance visuals with bubble trails, ink effects, or additional animations
- Create larger levels with environmental hazards and alternate escape paths
- Implement octopus upgrades such as dashing or ink bursts
