FoonLudum Dare ExplorerLD48 → Dig Deeper and Deeper

Dig Deeper and Deeper

By leviathon

View on ldjam.com

CategoryRankScoreCount
Overall7552.9722
Fun5373.2022
Innovation5283.0722
Theme1424.0522
Graphics7692.7222
Audio6562.4722
Humor4802.3718
Mood6972.7821

Comments

dhim 2021-04-26 10:24

The physic is cool. I wish it would be more spawny spawny. It's a bit slow to wait in between the click

sthealthinator 2021-04-26 10:28

nice spin to the theme incoorperating terraria vibes (i'm a huge terraria fan). i'm not sure wether this is intentional but some times the blocks do not break even though the spike thing has a direct hit

jk5000 2021-04-26 10:36

Overall a simple a fun little game, and I overall had fun trying it. It could perhaps use a way to lose, but it's not a big issue.

kubbl 2021-04-26 10:43

I love your game. I have played for the last hour and just couldn't stop playing. The idea, that the launcher also has gravity is brilliant. I think it's a pity, that the game has an end, but i guess you just didn't have time for procedural generation.

lisyarus 2021-04-26 10:46

A very unusual game! Liked the concept. The upgrades in the shop felt a little confusing (like, what exactly is "spring"?). The drill circles felt too bouncy & sometimes didn't destroy a tile upon impact (and sometimes did), which complicated precise aiming. Anyways, fun game, good job!

alexjdg 2021-04-26 11:08

Enjoy the concept, ended up burying my pod thing though!

steve-dragon 2021-05-13 22:57

I think the core concept works. It's more an experimental proof-of-concept rather than an actual game (which is fair since this is a jam). It needs a lot of polish. More responsive graphics, a more extensive shop, cleaner code that lends to more consistent behaviour. As @lisyarus said, sometimes it just didn't destroy blocks when it really felt like it should have.

If optimised, I think this could be a really cool core loop. Add to that some narrative or mood, and you've got a neat little game. Looking forward to a future version if you decide to make one!

okamit 2021-05-13 23:32

Simple and fun little game! A bit slow at first but it gets better once you can afford to unlock upgrades, then it gets really fun to lean into the chaos.

Good job!

superpokeunicorn 2021-05-13 23:34

Pretty neat idea. I like having the main character stationary and shooting out a projectile to mine. Having to drag the arrow in the direction I wanted to aim instead of just clicking where I wanted to aim felt a bit unintuitive, and the camera kept snapping to the surface, even when my character was far underground. I appreciate how over the top some of the upgrades could get, especially the size and spawn on death upgrades. However, the left-right movement upgrade didn't seem to do much, even after I upgraded it several times. The best strategy was just spamming shoot straight up, so left-right movement mid-air wasn't super useful. Overall, a somewhat clunky implementation, but some good ideas. Nice work!

tucan 2021-05-14 00:51

Interesting concept and use of physics! hahaha I ended up burying myself! At the beginning I was really confused with what was I suppose to do, it was until I randomly started buying some of the upgrades that I started to get the hang of it. I would suggest maybe some music and some objectives! Good Job!

2021-05-14 03:19

Very clever twist on classic idea! Fun and simple game. Great work!

brettschiff 2021-05-14 05:02

Loved this! Spent more time playing this than any other game so far!

jitspoe 2021-05-14 12:59

An interesting concept. It could use some elements to make it more game like. Currently, there's not really a way to lose or much of a strategy. Some of the upgrades don't seem to be much of an improvement. For example, increasing the bounces sometimes hurts you, because you can't fire another saw blade until the previously fired one stops. If you had a set fire rate, the increased bounces would help a lot, but as it is, spamming new blades is sometimes better than having more bounces. Sometimes blocks would be hit many times before breaking. Not sure if they had some sort of health, the destruction depended on the angle or velocity of the blade, or if it was just inconsistent.

The project fits the theme well, though! It's enjoyable to play around with physics sandboxes. I'd just like to see some sort of challenge -- some path you have to avoid or even see if you can reach the bottom within a certain amount of time or with a limited supply of blades.