
Igbi Goes Deep
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
Igbi Goes Deep - A game by Jared Saizdelamora
Created for Ludum Dare 57 - "Depths"
Pilot our titular hero Igbi as he explores the depths of his world, finding valuable resources and unlocking new items and abilities that allow further progression.
Controls -
-Run with A&D
-In water and on ladders, use W&D to rise and fall
-Jump with space
-Select items in inventory with 1-9 (there is a slight highlight to show the currently selected item)
-Press Q to drop selected item in inventory
-All items can be picked up with E. Special items are activated with R.
-Make sure to highlight an item in your inventory before you approach the Item Purchaser in the starting area.
-Harvest resource nodes with E. Once harvested, there is a cooldown shown. Be aware, some nodes don't always drop resources, it's a random probability.
*QUICK NOTE* Please only judged based on the 1.0 version. The 1.1 version has a bunch of fixes and changes since I had time today to go in and fix them (and stop thinking about them neurotically), and so it wouldn't be appropriate to judge for Compo with all that. That said, if you like the original, 1.1 is fully playable from beginning to end, with a bunch of QoL changes. You can find it over on Itch.io. Thanks.
Tools used:
Unity - Game Engine
GIMP - Graphic design
Mixcraft/Audacity - Audio
My garbage off brand android phone - Photography
Source code and soundtrack available on Itch.io - see links below
As is tradition, I've removed the HTML5 version from this site, as Unity HTML5 builds just never seem to work. No worries, if you want to play in the browser just head over to the Itch.io page.
GUIDE *spoilers ahead*
I'm putting a general guide here to help in case anyone gets stuck.
The game starts in the Hub area. While there are some vendors selling inventory and health upgrade, it's best to ignore them, and continue heading to the right. In the city biome, you'll see a downwards pipe that is blocked, with the message "Too dark, need a lantern". Keep heading to the right, and you'll end up in the pond; holding W and D at the top of the water will let you swim over to the lantern salesmen, who will sell you the lantern for $100. Once you pick up the lantern with E, instead of going to your inventory it will remove the obstacle blocking the way down to the sewer.
Head down the ladder to the sewer, and take the first left pipe. There are some tier 2 resource nodes (garbage bags), and at the back Is the snorkle salesman. Nodes in the sewer give $25 as opposed to $5 from the surface, so load your pockets and go back to the hub to sell. As long as you have an item in your inventory selected, hitting E in front of the Item Buyer in the hub will sell that item (even if the text above his head doesn't update). It takes 4 runs to the sewer to get enough to buy the snorkle, which will allow you to swim indefinitely, and more importantly get to the next biome. It's probably a good idea to buy the heart and inventory upgrades from the hub area before you proceed.
Next, head to the bottom of the sewer, and make your way left. Head down the water pipe, and keep left. The correct path will take you to the Mushroom biome, though there are some good items in the pipes area. In the Mushroom biome, you can find some tier III resources that sell for 125, and in the bottom left corner you'll find the jumpshroom, enabling double jump and removing fall damage. Additionally, if you follow the mushroom platforms up, you can unlock the ladder that leads to the hub; just hit E on the key underneath the hub, and the way will open.
Now that you have the snorkle and jumpshroom, head back to the sewers and take the bottom right path. Now that you can double jump, you can enter the next area, the Crystal Caves biome. Be wary of bats, and the white gravity inversion pads.
At the bottom right of the caves, heading through the tunnel below the water will bring you out back to the pond, allowing quicker traversal back to the mine. In this area, look for the Merchant selling gravity inversion orbs. You can purchase one (or more), and for 30 seconds you can invert gravity anywhere on the map. There are tons of secrets hidden this way, including the last biome, the Void. Use an orb while standing in the city or pond to fly into the sky. Void resources are worth over 1k, but they'll likely drop back to ground and need to be found.
If you get to the secret room all the way to the left of the void, congratulations you've won!
Things I would have added:
-A more robust and fulfilling end state
-Merchants can sell any kind of item, and can request another item instead of money, allowing for a sort of trade chain quest
-Offensive items
-Make the inventory system a bit more intuitive, or show the numbers on them
-Make doorways to new biomes more clear
-Teleporters
-More Buyers over the map
-New/ more biomes
-New items
-Save feature (the beginnings of one are there using playerprefs, but I didn't have enough time to implement it so it got gutted
-Collide 2 objects to get a new object (technically in code, but never implemented)
-NPCs and a stronger storyline (again, functionality is there but didn't have time)
-Mobile controls (hooks are there, but I never added the buttons)
Created for Ludum Dare 57 - "Depths"
Pilot our titular hero Igbi as he explores the depths of his world, finding valuable resources and unlocking new items and abilities that allow further progression.
Controls -
-Run with A&D
-In water and on ladders, use W&D to rise and fall
-Jump with space
-Select items in inventory with 1-9 (there is a slight highlight to show the currently selected item)
-Press Q to drop selected item in inventory
-All items can be picked up with E. Special items are activated with R.
-Make sure to highlight an item in your inventory before you approach the Item Purchaser in the starting area.
-Harvest resource nodes with E. Once harvested, there is a cooldown shown. Be aware, some nodes don't always drop resources, it's a random probability.
*QUICK NOTE* Please only judged based on the 1.0 version. The 1.1 version has a bunch of fixes and changes since I had time today to go in and fix them (and stop thinking about them neurotically), and so it wouldn't be appropriate to judge for Compo with all that. That said, if you like the original, 1.1 is fully playable from beginning to end, with a bunch of QoL changes. You can find it over on Itch.io. Thanks.
Tools used:
Unity - Game Engine
GIMP - Graphic design
Mixcraft/Audacity - Audio
My garbage off brand android phone - Photography
Source code and soundtrack available on Itch.io - see links below
As is tradition, I've removed the HTML5 version from this site, as Unity HTML5 builds just never seem to work. No worries, if you want to play in the browser just head over to the Itch.io page.
GUIDE *spoilers ahead*
I'm putting a general guide here to help in case anyone gets stuck.
The game starts in the Hub area. While there are some vendors selling inventory and health upgrade, it's best to ignore them, and continue heading to the right. In the city biome, you'll see a downwards pipe that is blocked, with the message "Too dark, need a lantern". Keep heading to the right, and you'll end up in the pond; holding W and D at the top of the water will let you swim over to the lantern salesmen, who will sell you the lantern for $100. Once you pick up the lantern with E, instead of going to your inventory it will remove the obstacle blocking the way down to the sewer.
Head down the ladder to the sewer, and take the first left pipe. There are some tier 2 resource nodes (garbage bags), and at the back Is the snorkle salesman. Nodes in the sewer give $25 as opposed to $5 from the surface, so load your pockets and go back to the hub to sell. As long as you have an item in your inventory selected, hitting E in front of the Item Buyer in the hub will sell that item (even if the text above his head doesn't update). It takes 4 runs to the sewer to get enough to buy the snorkle, which will allow you to swim indefinitely, and more importantly get to the next biome. It's probably a good idea to buy the heart and inventory upgrades from the hub area before you proceed.
Next, head to the bottom of the sewer, and make your way left. Head down the water pipe, and keep left. The correct path will take you to the Mushroom biome, though there are some good items in the pipes area. In the Mushroom biome, you can find some tier III resources that sell for 125, and in the bottom left corner you'll find the jumpshroom, enabling double jump and removing fall damage. Additionally, if you follow the mushroom platforms up, you can unlock the ladder that leads to the hub; just hit E on the key underneath the hub, and the way will open.
Now that you have the snorkle and jumpshroom, head back to the sewers and take the bottom right path. Now that you can double jump, you can enter the next area, the Crystal Caves biome. Be wary of bats, and the white gravity inversion pads.
At the bottom right of the caves, heading through the tunnel below the water will bring you out back to the pond, allowing quicker traversal back to the mine. In this area, look for the Merchant selling gravity inversion orbs. You can purchase one (or more), and for 30 seconds you can invert gravity anywhere on the map. There are tons of secrets hidden this way, including the last biome, the Void. Use an orb while standing in the city or pond to fly into the sky. Void resources are worth over 1k, but they'll likely drop back to ground and need to be found.
If you get to the secret room all the way to the left of the void, congratulations you've won!
Things I would have added:
-A more robust and fulfilling end state
-Merchants can sell any kind of item, and can request another item instead of money, allowing for a sort of trade chain quest
-Offensive items
-Make the inventory system a bit more intuitive, or show the numbers on them
-Make doorways to new biomes more clear
-Teleporters
-More Buyers over the map
-New/ more biomes
-New items
-Save feature (the beginnings of one are there using playerprefs, but I didn't have enough time to implement it so it got gutted
-Collide 2 objects to get a new object (technically in code, but never implemented)
-NPCs and a stronger storyline (again, functionality is there but didn't have time)
-Mobile controls (hooks are there, but I never added the buttons)