Deep Sea Bubble Rush

A 2D mini-game: A fish navigates a dark tunnel. It's about finding the "light at the end of the tunnel" in life.

Deep Sea Bubble Rush Cover Art

Overview

Deep Sea Bubble Rush Overview

Deep Sea Bubble Rush is a 2D mini-game developed for Global Game Jam 2025. Players control a little clownfish navigating dark, twisting underwater tunnels to find its way back to safe waters. Along the journey, the fish must collect bubbles to break obstacles, avoid hazards, and escape the dangers lurking in the deep.

The game blends adventure, puzzle-solving, and hidden-object mechanics with charming pixel art and an underwater theme. It was built using C++ and features hand-drawn artwork created in Procreate.

Characters

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Clownfish

The brave protagonist controlled by the player. Swept away by a storm, it must navigate the dangerous tunnels to return home.

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Piranha

Aggressive predators that chase the player through the tunnels, dealing damage on contact.

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Pufferfish

Defensive enemies that rotate and expand, causing damage when the player gets too close.

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Silver Carp

Another playable character option, offering a different visual experience while maintaining the same gameplay mechanics.

Key Features

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2D Platformer Adventure

Navigate dark underwater tunnels, collect bubbles, break obstacles, and avoid hazards in a thrilling deep-sea journey.

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Hidden Object Discovery

Bright, eye-catching corals act as crucial keys to uncover the game's hidden spaces and secret areas.

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Puzzle Mechanics

Use collected bubbles strategically to break through barriers and overcome environmental challenges.

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Charming Pixel Art

Hand-drawn pixel art style created in Procreate, featuring adorable sea creatures and vibrant underwater environments.

Game Story

Deep Sea Bubble Rush Gameplay

Beneath the sea's depths lies a mysterious, uncharted realm. A clownfish was swept into this perilous world alone by a fierce storm. Stranded far from home, it has no choice but to summon all courage and navigate the twisting, dangerous deep-sea tunnels to find its way back to safe waters.

The game's narrative draws inspiration from the "spiritual tunnel predicament" of modern life. In our fast-paced world, we often lose our sense of self or our goals—but we keep striving to find ourselves and our purpose, pushing through darkness and setbacks to finally become who we want to be. Remember: Don't fear hardship; the light at the tunnel's end awaits.

Level Design

Deep Sea Bubble Rush Code Implementation

The game features three distinct levels, each with increasing difficulty and unique visual themes:

  • Level 1: Bright, shallow reef environments in light teal—an early stage for mastering controls and enjoying simple undersea fun.
  • Level 2: Mid-ocean hues in deeper blue with hidden obstacles, introducing more complex tunnel layouts.
  • Level 3: Darkest depths with the most challenging maze-like passages, requiring precise bubble management.

The sea's color serves as a visual indicator of difficulty: brighter colors indicate easier stages, while darker blues signal harder challenges ahead.

Core Game Machines

Deep Sea Bubble Rush Code Implementation

The game engine is built from the ground up in C++, featuring several core systems:

  • Player Movement: Smooth 2D character controller with swimming physics, dash mechanics, and responsive input handling.
  • Items & Enemies: Bubble collection system with resource management, plus enemy AI for Piranha (pursuit), Pufferfish (rotational attack), and environmental hazards.
  • Victory Check: Level completion detection based on reaching the tunnel exit while managing health and bubble resources.
  • Save System: Persistent game state saving progress and high scores across sessions.
  • Map System: Dynamic level loading with tile-based map rendering and collision detection.

Reflection

Deep Sea Bubble Rush was my first Game Jam. I went in thinking a jam was a compressed version of normal development — same process, less time. Plan the systems, build them in order, polish what you can before the clock runs out. That assumption lasted about six hours.

What actually happened: the plan was the first thing to go. With one collaborator and no engine, every hour spent defending the original scope was an hour not spent making the game feel right. I learned to cut features before they were built, to let Yibei's art set the emotional target and then build only the systems that served it, and to treat "playable" as a milestone worth reaching early rather than a state you arrive at the end.

What changed in how I see jams: a jam is not a smaller project. It is a different way of making — one where the feeling decides the scope, not the other way around. That was the real first-timer lesson: stop protecting the plan, start protecting the moment. I carry that into every project now, jam or not.

THE SHIFT What my first Game Jam actually taught me. BEFORE · A SMALLER PROJECT Plan, build, polish — just faster. Full Plan · Feature List · Polish at the End AFTER · SCOPE SERVES THE FEELING Let the feeling decide the scope. A jam doesn't start from a plan — it starts from a feeling. Cut Early · Art Sets Target · Playable First