Abyss

by xotraz
Overall★★★★★★★★★★2.35
Fun★★★★★★★★★★1.80
Innovation★★★★★★★★★★2.80
Theme★★★★★★★★★★2.65

Dive into the abyss!


You can not only jump but also move left and right. Recolt 10 keys to advance further.

___

How far can you go?


___

Done by me on Sunday and Monday.
Generating a random and long maze with keys and doors was the fun part.
Learning Game Maker 2 was more painfull.
Genres: puzzle
Tools: GameMaker

Comments7

Solweak
Solweak27 Apr 2021, 20:38
It's a good foundation for a roguelike platformer, it feel a little bit slow but the mechanics to go up and down with inertia is interesting. After collecting like 8 or 9 keys i got stuck x). Good work overall !
MrPouletBZH
MrPouletBZH28 Apr 2021, 19:09
Even if the gameplay is very rough, the idea to use the velocity to move between the hallways is truly genious, and can be a really good foundation for a game! Well done for the innovation :)
SoarenDev
SoarenDev1 May 2021, 22:53
vv - Heartstrokes - vv
- Damn a level generator in 48h, I'm amazed every time I see someone doing this in a compo, great job here
- The vertical corridors using velocity are rough, but that's a really good proto-idea

vv - Improvements - vv
- Obviously it misses a lot of mechanics but 48h and you know it right haha
- Imo you should speed up all movements, both vertical corridor and base move speed, because it really feels heavy
- Took me some time to understand that I needed inertia to move through the vertical corridors. Not sure how you could do this, but if you find a way to sign visually how it works to the player, it would be awesome

= =

So yeah, that's a very rough, but good basis for a roguelike or a procedural content-based game. Really quite the prototype as it is now, but a cute one, and I want again to say Bravo for being able to make a level-generator in such a short time o/
radmccool
radmccool1 May 2021, 23:15
fun mechanic with the inertia tubes. go the same bug as the person above. maybe implement some kind of step up check thing. seems like youre just checking a single point infront of the bottom of the sprite. maybe if that point is blocked, check again but say.. 50% sprite height above that and if there is free, step up onto it.
but i digress. the game was fun and reminded me of old DOS platformers.
Phanty1 May 2021, 23:25
Needless to say, the game is rough and has its quirks - I kept getting stuck in a couple of places and felt that the elevators were a tad buggy, but overall not great, not terrible. Kudos for the level generator, though it took me a bit to realize that the RNG seed is set in the script :P (and, well, the generator pins my CPU and still takes forever to generate a level - perhaps some optimization is in order? But still really cool for a game jam)
LDJam user 245333
LDJam user 2453333 May 2021, 17:34
Very interesting concept! It was a bit fun to discover how it works. The visuals are also strange in a way I kinda like. The labyrinth aspect can be laborious though, especially with red keys that are difficult to spot. I had entirely backtrack to find it. But it remains short enough, so I still managed to get to the end. It was nice!
Omiya Games
Omiya Games10 May 2021, 03:26
So, uh, fetch quests are a pet-peeve of mine, and I really hate being told in a game to collect *exactly* X-number of items. Fair warning on my comment: I'm probably biased against it.

There are some interesting ideas I liked in the game, including the vertical tubes that inherits the vertical velocity of your player. With polish, such as automatically guiding the player to the horizontal-center of the tube and making the y-velocity up or down the tube fixed, would make this a wonderful mechanic full of interesting opportunities. Having items open new ways was also pretty interesting as well.

I found the level that came with the game to be...very bad. I recognize it was created by a random level generator: while that in and of itself isn't bad, it's very noticeable as a human player the level has no sense of narrative or flow. This makes trying to search for keys exceptionally tedious, since 1) collecting a key doesn't tell me which new path has opened, and 2) the key and pathway all feels very random, and consequently without purpose.

I admit that, given the intent of this project was a tech demonstration, I'm probably being overly harsh here. I think with more time, some interesting ideas could emerge.

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