DigOut is my first ludum dare project and first game that I have made. It is a breakout clone but modified to fit the theme of deeper and deeper by playing upside down and 'digging' as far as you can.
Ah the realization that you don't clear the level just another line shows! Fun concept and good attempt, the web version has some issues around alignment and mouse cursor not always being captured (right-clicking sometimes brings up the menu rather than fire). I'd love a richer graphical theme.
@too-lazy-cat I had tried to do that but, at the time, it was causing the speed to keep increasing. Looking back I know how I would approach that differently. This was a really good learning process. I'm really looking forward to next time!
@eboatwright this theme was one that I had very few ideas for and my (loose) theming was that you dig down through the bricks deeper and deeper. But even though the theming was so-so I needed something within my ability. Lots of time was spent trying to understand how unity works.
@chiller ahh. I get it now! That's really great for your first Unity game! I've been using Unity for about 3 1/2 years, but this jam I used PICO-8, so I didn't get as much gameplay in my game as I usually do. :smile:
At first I thought it was just a breakout clone, but the advancing line of bricks did add an interesting twist and somewhat incorporate the theme (though the gameplay could've worked the same, just flipped). It runs well. I usually like when a breakout clone has some sort of way to control the ball's trajectory, like the angle changes if you hit it towards the edge of the paddle instead of the center?
@shaolin-dave Being so new to game development, I had tried to implement direction control but didn't want to spend too much time on it since I still had so much left to do and I couldn't get it working as well a I would have liked in time. So rather than have it work poorly, I just removed it.
Makes sense. One mistake I've made many times is wasting too much time on mechanics that I'm inexperienced with or are just unnecessary. Two LDs ago I spend way too much time trying to get a physics-based dice sytem to work instead of just using an RNG. This time I tried implementing Unity's new input system and wound up hitting bugs that took hours to fix.
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It runs well. I usually like when a breakout clone has some sort of way to control the ball's trajectory, like the angle changes if you hit it towards the edge of the paddle instead of the center?
We also had a break-out/arkanoid idea for this jam.
Check it out if you want :)
https://ldjam.com/events/ludum-dare/48/lets-go-deeper
It plays pretty well, and the digging mechanic is a nice touch. Well done!