sakii 2021-04-26 12:01
I liked it. Which program did you use to create the terrain?
Foon → Ludum Dare Explorer → LD48 → Dig Deeper
By ursagames
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 480 | 3.41 | 44 | |
| Fun | 536 | 3.20 | 44 | |
| Innovation | 502 | 3.11 | 45 | |
| Theme | 352 | 3.73 | 45 | |
| Graphics | 472 | 3.40 | 45 | |
| Humor | 503 | 2.30 | 33 | |
| Mood | 484 | 3.19 | 44 |
I liked it. Which program did you use to create the terrain?
@sakii Thanks! The terrain is procedurally generated which is what took my first night of the jam to write.
I had fun with this - but didn't know what to do with my green slime once I had collected them. I assume that was part of what wasn't completed but not sure.
Shield is OP btw :)
Thank you for submitting!
Followed your stream this weekend while working on my own game. Nice to try the game now. The concept and execution is good. A little bit of sound effects would do wonders. I also missed a quit button.
Oh, and storywise, you have a spaceship and the weapon you bring with you ...is a sword? :) Anyway, nice submission.
This is really good for a jam game! Enjoyed watching your steam earlier, sorry you didn't get to include all the features you wanted but such is the life of a programmer.
@morphine Thanks! The slimes and any extra gear was meant to be brought to the grinder in your mining vessel- you can drag and drop into the red area to fuel your base to drill deeper into more areas to explore. Interesting note on the shield, I found dual wielding swords more OP when I could insta kill things
@attala Thanks! Yeah sound would have been my next thing on my list, but I just didn't have enough time. (Same with a quit button or sensitivity options for mouse look) - always a list of things like that at the end of 48 hours ;) As for story, it's not a spaceship but more like a diving mechanism made by dwarves and wizards fueled by grinding magic energy from things you grind up ;) - I did think the sword was kind of silly tech wise, but I wanted a roguelike dungeon crawler first.
@death-is-cold Thank you! That is how it goes, especially when I start scope creeping an inventory system that's way too complex for a compo game (barely even had time to have any content to be used in it)
I strafe around as swift as the wind. Two swords came into my possession. From then on, nothing survived the might of my double chop. I was bathed in green energy balls as I pursued my quest to reach depth 69.
At some point during my travels, I lost my sense of self. My vision...neon green. I no longer felt my arms or legs. My body...gelatinous. The green cube creatures no longer hurt me.
I am become cube.
This was fun! The exploration of each layer felt fun and I liked the damage numbers popping. When I realised I could duel wield the swords felt really good and swinging both through the slimes was really satisfying :D Also I really liked the way the glowing bit in the slimes jiggled around as they jumped :D Great work!
@kovakomes That comment made my day! Love your description, makes me want to work more on this. I ended up very happy with how dual wielding turned out, glad you found some enjoyment from it.
@gamesplusjames Thanks james! Dual wielding was my favorite feature- I just wish I had more time in compo to add in more things to dual wield with. I felt like I might have spent too much time on the slimes, but seeing people's reaction I'd say it was worth it :)
I like the spin on the drilling scenario with the depth/floor mechanic adding a roguelike feel to this one. Only thing I noticed that wasn't mentioned is that your equipment seems to reset each floor, but going into the menu and clicking on them brings it back.
Fun to explore and fighting felt satisfying! It felt a little confusing that left and right mouse buttons controlled the opposite hands though!
Really well done! Impressive inventory and equipment system and liked the procgen. It would be cool to see some surface variation on the caves or just something to make the environment pop a little bit more
@sockpuppetcow Oh yeah that's a bug I noticed but didn't document. It's kind of an issue of the equipment all being associated with my UI, items are there but just don't equip until the ui element is on screen.
@sam-wallach Thanks! Yeah If I had more time I'd probably make that an option to switch as it's definitely a preference thing. I think that's due to people being used to right hand swings being left click for attacking and blocking being set to right click.
@vknauss Thanks! I definitely spent way too much time on the inventory system and fixing duping bugs. I had plans to add in color palettes based on how deep you were, but that was way out of scope for all the other things I had to drop. I might keep working on this though and add in more variations :)
Very cool compo entry! I was impressed by the aspect of the generated caverns, the time spend on it was worth it I think! Recycling the equipments and items to have enough ressources to progress further is a good idea (kind of reminds me of valkyrie profile?), with more time it could become a very interesting game!
impressive terrain procedural generation in one day! definitely had a bit of a minecraft vibe going on.
@curryrice Thanks! I was really happy how the generation turned out, I kind of winged it and did very little tweaking to the parameters. I am tempted to work more on this since I like the design loop of having a base in a roguelike that you are using to progress with by collecting loot- I haven't played Valkyrie Profile, I'll have to check it out!
@miej Thanks! I keep telling myself procedural generation is a bad idea for game jams, yet I keep doing it because it's what I have the most fun with :)
Hey man! I like it, graphics looks great, concept and mechanics remind me about minecraft a bit, but it's still very cool!
Very cool. The mechanics can definitely be tweaked to feel a bit better but overall you did a great job
As it is a Compo: I am astonished.
I personally would have liked a bit of audio for mood and such.
Loved running like a madman with 2 swords in my hands^^
So sad that you didn't have the time to implement the difficulty going up when you go deeper but really great job for being able to do this in 48h :p
Great graphics and a whole bunch of content. Cool generated levels. Not quite a full game but what you have is all really nice. It's a little weird to have a hotbar that isn't used hahah. Would play a full game version of this. Good job!
I had fun playing your game, i found my self digging deeper and deeper to see whats comming up next. I dug to level 25.
Great job ursa. Btw this is KingLouie from twitch <3
Really impressive. I wouldn't be able to do anything like this in a 48h jam.
Thanks everyone! I'm glad I spent the time to fix the dual wielding bugs I was running into as it turned out to be a feature that people enjoyed :D
@soarendev Oh I know! I was close to getting the scaling stuff in, I had some of the base backbones for supporting random stats on gear and did actually have the slimes damage scaling based on the depth- (it just goes up 1 damage per floor I think) - I wanted to add in more enemy types as you got deeper too, which wouldn't have taken that much further
the atmosphere is great, I love it. I think that with music and sound, the game would win a lot of points. But still, the game is very good for a jam, good job.
@javicoder I agree! Music and sound were pretty high on my todo list, but my todo list for this ended up too long for the 48 hour compo. I actually spent some time before LDJAM to practice withsome music gen / tweaking tools so I could have music this time.... oh well there's always post jam :D
Great job on the atmosphere here. The lighting sets the mood and defines attention points really well!
Has a bunch of issues with UI. Kept pressing Escape to close but it worked in neither of the menus :/ Inventory management could be more streamlined too, with item autopickup and clicking to instantly equip/grind.
But I appreciated the little details, like damage numbers and the input buffering on jumping and attacks. That's always nice to have!
I enjoyed the game. The layout of the caverns was fun. The mouse controls were a bit off for me. Right click for using the left hand and Left click for using the right hand. Overall, a good start.
Interesting to play! I played the jam version and went to the third level. Had to find my way around a bit. I think you did very impressive on the cave generation, however I would have liked to see a bit more variety in the gameplay. Great submission!
Impressive game with all these features ! I encoutered some bugs, but I really enjoyed exploring the cave.
Good job :slight_smile:
Hi, I do not know why this is happening for only me, but for some reason (and I've encountered this with a few games now) I am always jumping (no, my space key is not stuck down, which is why I'm able to type this without a million spaces). I'm not sure if my computer just doesn't like unity games or something, but I don't know how to fix it. Sorry I couldn't rate your game, it was unplayable as I couldn't pick up the sword. (I'm on a windows laptop btw) I noticed you said you wrote code to procedurally generate caves, that's really cool and now I'm curious how you did it!
@don-tnowe Thanks! I'm still not happy with the lighting, but I ended up spending way too much time tweaking it. Yeah UI is missing a lot of things- escape to exit menus would have been nice- which is worse when I have a menu pop up when you press escape in post jam version which will overlay the other menus, whoops! I just barely managed to get equipping things working though in the 48 hour time limit with all of the other systems, so it is what it is. Item autopickup would probably be good given the few items in the game now, although I had planned for the system to be one where you wouldn't want to pick up everything later on (lack of time to add in more items)
@steffy Yeah, sounds like I should of added in inverting the right and left click as an option for some people- I'm just very used to left click being used for primary attack and then right click for blocking (how it works in game if you equip a sword in right hand and shield in left).
@devnoob Thanks! I definitely felt that running out of time to add in the content is a running theme in my jams lol
@meta-link Thanks! Definitely going to be a few bugs with how much I tried to cram into the 48 hours ;)
@studio-gomp That's really odd! I have no idea what could be causing that for you. For the cave generation I am using a 2d grid of booleans to mark solid or open, I start by clearing a circle for the starting area- then I start making snaking patterns off from the edges of the circle that starting moving away from the open area and tunnel into the solid and will randomly change direction slightly every so often- after the path is saved from that I then take the path and widen it using my circle tool with random sizes to open it up further and then generate more tunnels off of the edges of the walls.
Very interesting concept and really liked the world generation.
One minor bug is my items in my hands disappeared from view when I went down a level, until I opened my inventory at which point they re-appeared.
@staircase27a Thanks! Yeah, I ran into that as well but didn't have time to fix it. That's my bad for writing my equip logic tied to my UI and ran out of time to decouple it to have it automatically equip when loading a new level.
Nice idea! I like the overall art style and the ui and menu system is well implimented for a short span of time. Seems like a great start for a full game if you were to make one down the line. Great work!
Nice take on a 3D roguelike!
3D in compo!??!?!? Nice :v:
I think the game has a great replayability. I played a couple of times
I thought this was a Jam game while playing it, really impressive for a solo dev! Couple bits of feedback: I wasn't sure how the fuel system worked. The lever would say I need 10 fuel or so but it would take less than that when pulling it. Sometimes the fuel in the tank went up between depths 😅 Also the animation on the swords seemed to hit the enemies on the up part of the swing instead of the down, made timing hits hard. Overall though, super impressive and fun. Spent more time playing than I had planned 😁
Pretty cool, desperately needs some sounds to make the game moodier though. Played until level 11 or so.
I see its potential for becoming a rogue-like adventure.. After descending on each level the equipped Weapon/Shield gets detached and returned to inventory.. Good to hear that it's procedurally generated.. Nice touch that it's branching on diagonals (curious if you have tried to have a scene where there's more verticality (for this case up to three-floors) I like the glow of the creatures, once the 'depth-floor' is cleared it becomes at times hard to navigate without some distinct variation of its environment.. Satisfying strat. to equip two swords (akimbo) when facing to hunt/harvest these glowing adversaries, You're nearly unstoppable.. Nailed it with the theme! (If there's more variation I would have ventured deeper; depth level 39)
Suggestions: - once you slay the creatures, if there's option it leaves a destructive trial (decal or mesh) to paint as a 'persistent marker - further randomization on the environment's shading (perhaps RNG of 'vertex-shaded'/simulated baked-lighting..') - based on idea of potential expansion for verticality, an instance where if one falls into the chasm it may further advance the depth.. - allow to drop items.. apparently it looks like one could grind the excessive loot-drops/equipment.. - Not sure where you are going with the HUD of 1-9 quick-select slots. - option for equipped shield to function as a viable weapon (eg. push, parry, counter-attack, or smash) - unarmed combat, QTE unarmed blocking?
Looking forward to see on further updates!
Hey Ursa :) It's always impressive to see a 3D game especially in compo. It was a bit dark for me, but not undiscernably dark. I liked the setup of having a ship and needing to leave it to gather resources. It was intuitive enough to learn what to do and how without getting stuck. The only misconception on my part was, that i expected i could dig into the ground manually, but that was quickly resolved once i understood the flies are enemies. Exploring the caverns was an intruiging moment, especially as i realized i have to find my way back and got no navigational help (which is a big plus). Later i didn't go into the caverns though, as there were many enemies close enough. It's also very impressive that you put in a full inventory system with equipment! I wonder though if that was a bit feature creep. So overall i think you started a very interesting game here, not quite finished but with potential.
A few things that could be improved/fixed: * close the menu with the same button that opens it (tab) * i had 3 stacks of 3 big drops, oh which i put two into the shredder. The shredder still depicted only 3 drops, although i expected 6. After closing and opening the shredder again, it still showed 3 drops.
On expansion, what would be interesting to me: * have a time limit per level, so that you have to make quick decisions whether to venture deeper into the caverns or go back and play it safe (time shouldn't progress inside the ship though) * gradually change visuals and mood when going down, from a light friendly cave at the start to the depths of hell later on
PS: thank you again for playing one of our games! Dome Romantik this time. We always enjoy watching you play :) You probably don't remember it all because you play so many games each time, but you played nearly all of our ludum dare entries (10 so far, starting 4 years ago), starting with the hamster game with the surprise sex scene :D
Just read some of the other comments and I didn't even THINK to try dual wielding the swords D: I gotta give it another spin later xD
I think everyone gave solid feedback so I'll just say I really like how you made the cubes show the fuel inside them and act as a light source itself. It's simple but serves a lot of purposes like being able to find them easily even if you don't have a direct line of sight to them, gives a usually dull looking enemy more character (love the way the orbs bounce around in them), makes it so its harder for them to sneak up on you, having 3 fuel in the large ones makes it clear that they are worth more and being large conveys that they are going to be stronger, and overall just says hey you need to kill these things to collect their bits xD
Very well thought out, and solid compo entry!