TRENCHGLOW started as a Mini Jam 209: Deep project. It was just a tutorial level, a slice, with underwater movement, sonar vision, and pressure-plate puzzles. Development is now paused, but this build now adds Chapter 1 (four levels), as I promised at jam prototype release, that I'd make a few more levels. 

Bug reports are welcome in the comments; share your timegem score, and grade if you like chasing leaderboards. I hope you enjoy, and thanks for playing!

CONTROLS 

  • SwimWASD or arrow keys (swimming up uses stamina!) 
  • Sonar Pulse: E, or LMB (Left Mouse Button) 
  • Boost/Dash: SHIFT keys 
  • Skip SongTAB key

SUMMARY

2D deep-sea trench run: sonar in the dark, thread fast mines, grab gems, reach the exit. One timer for all four levels. Death restarts the levelgems respawn — the run is about routing, precision, and score, not a no-death clear. Puzzles are simple; the skill is maneuvering and chasing a better letter grade.

GAMEPLAY

  • Four levels, one chapter clock. Gems: Ruby 1 · Sapphire 5 · Diamond 10 · Prismatic 30. Grade = gem score + time bonus (up to +100 by ~8:00); you need both a solid gem haul and strong combined score. 3+ deaths caps rank at B.
  • Swim / rise / dash — stamina limits boost and climb.
  • Sonar reveals the trench briefly; commit your line.
  • Mines kill in one hit; many are large and fast.open mostly linear paths — light puzzles, heavy execution.
  • Clear Level 4 for results: time, gem score, breakdown, deaths, letter + rank title.

GAME JAM

Originally for Mini Jam 209: Deep (April 23–26, 2026) - [TRENCHGLOW v.0.5.0] 
Theme: Deep
Limitation: Only one life

TOOLS & ATTRIBUTIONS

Studio: Gold Leaf Interactive

Engine: Unity (2D URP)


AI Note: Trenchglow is a solo-developed project by Gold leaf Interactive. AI tools were used in assistance with parts of programming, music creation, and promotional artwork. All gameplay, design, implementation, creative direction, and final development decisions were made by the developer. Additional third-party assets have been credited separately.

Development log

Comments

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(1 edit)

I've been working on other projects so it took a bit, but I finally got around to making a few new levels for this and thereby finishing this prototype, for now.

(added three new levels, rounding out what would be  'Chapter 1' of the game, improved/polished some systems, as well as creating some new systems -- details in the Patch Notes v0.9.0 above)

Short and sweet! That was a fun puzzle. Do the gems do anything once you collect them?

Yeah I had planned to do multiple levels, at least a few, but ended up with just a tutorial level/tech demo 😂 

For now the gems are just collectibles in this little prototype version.

Thanks for trying it out!