Deeper And Deeper

Deeper And Deeper

This game is from ldjam.com, which is currently unavailable.
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overall: 3.33
fun: 3.10
innovation: 2.72
theme: 4.17
graphics: 3.22
humor: 2.33
mood: 3.24
How deep can you get before your nuclear powered headlamp runs out of power and you're trapped in the dark?

In this procedurally generated underworld you control a suspiciously doge-like mole digging its way through dirt and tunnels in search of gold. You are equipped with a nuclear powered headlamp that runs on glowing rocks that you can find scattered around the underground. Make sure to stock up, because when the light is out, the game is over!

Oh, and going up? Not an option! You can only go deeper and deeper.

This was my first time participating in the LD Jam, and the first time in a very long time I wrote a game.

All graphics are original and created with Aseprite, except for the light cookies (Adobe Photoshop) and the font (see credits). Unfortunately, I ran out of time for sound and code optimization.

Gameplay

* Collect gold nuggets to get points
* Collect glowing rocks to recharge your power (+10%)
* When the power reaches 0% the game is over

Controls

* Move with WASD/Arrow keys
* Move down (S/Down arrow) to dig down
* Spacebar to dig horizontally

Credits

The font is called Pixel Emulator by Pixel Sagas

Known issues

* Frame drops on chunk loading and unloading (improved in v0.2)
* Collision with collectables is sometimes a bit wonky (fixed in v0.2)
* Collectables can spawn on a chunk border in mid air (fixed in v0.2)
* No sound (not implemented in the jam version)

Post-jam version

I'm collecting all your feedback in the comments for a post-jam release of this game. All your suggestions are much appreciated.

Changelog


v0.1 (April 26, 2020):
- Jam submission

v0.2 (April 28, 2020):
- Optimized chunk loading
- Fixed collectables spawning in mid air on chunk borders
- Fixed collision with collectables
- Tweaked spawn rate of collectables
- Timer now starts when the player starts moving
Found a bug?
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