To The Depths by Pedro Medeiros
A sinister temple emerged from the ocean and tales of an amulet that can cure any disease lies in there. Your quest is to recover it. A top down action game, use WASD + MOUSE to play. Press ESC to close the game.

I really wish I had the time to explain better some of the game mechanics with dungeon items and proper level design, but I just over-scoped and ran out of time. Anyway I think it might be interesting to find out them on your own, but if you want, here's a quick list of things that might be confusing:
- Drinking from corpses cures one skull and the thirst, but each time do it, you will need to drink again sooner. So watch out.
- You don't have hit points, you die if you take a a single attack while stunned
- You also die if you ran out of blood (after you drink your first enemy)
- Getting hit gives you a little skull that greatly increase your time stunned
- Potions recover one skull, no downside
- Crates sometimes drop potions
| Windows | https://studiominiboss.itch.io/to-the-depths |
| Source | https://github.com/saint11/to-the-depths |
| Original URL | https://ldjam.com/events/ludum-dare/40/to-the-depths |
Ratings
| Overall | 7th | 4.234⭐ | 49🧑⚖️ |
| Fun | 77th | 3.872⭐ | 49🧑⚖️ |
| Innovation | 201th | 3.457⭐ | 49🧑⚖️ |
| Theme | 121th | 3.935⭐ | 48🧑⚖️ |
| Graphics | 1th | 4.766⭐ | 49🧑⚖️ |
| Audio | 6th | 4.309⭐ | 49🧑⚖️ |
| Humor | 380th | 2.513⭐ | 41🧑⚖️ |
| Mood | 4th | 4.404⭐ | 49🧑⚖️ |
| Given | 5🗳️ | 3🗨️ |
The game not starting in fullscreen and locking the mouse inside was a bit annoying coupled with it's tendency to crash, when alt-tabbing and after dieing once and restarting I couldn't open the inital door again (?).
However I liked the classic gameplay and the mood of the title is really it's trong suit.
The only critique I have is that in later levels, some tight corridors get completely blocked off by projectiles, and I also killed an enemy who's corpse ended up inside a wall and I couldn't replenish my health at it.
Definitely one of the best games I've played so far in LD40! Great work!
Fun game, great atmosphere and mood.
A thing that I would improve is the thirst and death mechanics. They aren't really intuitive, and I had to read your explaination on the page and go back to the game to actually get them. The skulls on the upper left look a lot like lifes, so I was very confused when I didn't die after getting hit multiple times. I also thought that the bars were indicators of how much time I had left to kill all monsters before opening the door. I can't help on how to make this more intuitive here, unfortunately.
Anyway, this was just a nitpick on my part, and the game was amazing, so great job!
It's a little hard to find a failing, but because I always like to find one, I should recommand this one :
Maybe a little more effect on the blood drink.
I really love the Idea that the more you drink, the more you need.
The thirst effect is good, but it should have a little more effect on the game.
Maybe losing progressively the controls of movement to be forced to go toward an enemy depending on the thirst level.
So, thank you so much for this experience.
I loved it.
The visual effect of the thirst is super cool and so subtle, I like how it takes me a second to realize what is happening.
As for suggestions I think that maybe you should make it obvious if you have already drunk an enemy's blood. Maybe get rid of the green blood whenever you're done drinking.
Belo jojinho Santo! Impressionante o que você fez em tão pouco tempo. Parabéns.
Here's something that maybe could be improved: when attacking, it felt a little weird to attack facing the mouse position and not the character's direction.
Lets talk about your game:
First of all I want to address that you nailed the theme, in my opinion, of this Ludum Dare. Having a stunmechanic that becomes worse the more often you got hit is very fitting. The second theme based mechanic is losing time faster after you drank from the eldritch blood. You could also go so far and tie your time mechanic to a H.P. Lovecraft theme. For instance, every time you drink from the blood you become a little bit more nervous and your insanity meter depletes therfore a bit faster or some sort of H.P. Lovecraft horror theme (because you know everyone in a H.P. Lovecraft story becomes mad a certain point in that story).
Secondly I want to talk about your enemy design. What was outstanding is the fact that the enemies are designed orthogonaly, meaning that they have different attributes. You have the EyeOrbs that avoid you and try to snipe you (trust me they will snipe you) and on the other hand you have the DeepOnes. The DeepOnes are incontrast to the EyeOrbs very slow, but pursue you and in contrast to that you have the fast moving fast attacking Cultists. There also enemies that are almost completly immobile but can take a lot of hits and shoot with a spreed shot pattern to compensate for their immobility.
The next topic is the level design. A bit simple. However the Levels you created did their job very good. At a certain point in my WR run you can see that used a corner to slow down two Cultists. Otherwise killing two agroed Cultists would have been a difficult task. I realy appreciated the H.P. Lovecraft inspired atmosphere of To The Depths. Being a Lovecraft fan I realy enjoid the crawl through the ruins.
The last point is the gameplay. Overall the feel was very good and it almost felt if the game was in a refined state. If you time your attacks on the DeepOnes correctly you can stunlock them. I were also able to stunlock the Boss (not sure if it was intended). It was almost like I was dancing with the Yogs. The Yogs were especially hard after I managed to reach them for the first couple of times. Until I noticed that a Yog will immediatly do a slash attack after you attacked it and you only had to repeat that until it was dead (repeating that hit and evade tactic is what I mean when saying "it almost felt like dancing"). I also used the Shoggoth to my advantage, because the shots of the Shoggoths can also open the doors. Those Shoggoth shots could also open doors that are not on screen which is especially nice in a speedrunning context.
Overall the experience with To The Depths was great. I had a blast playing your game and it also inspired me to make my own To The Depths (and I am definitely waiting for updates on this game^^).
Bug: not sure with this one, but it seems that the reaction time of the cultists becomes longer the longer the game is running. Could be a problem with the engine?
BTW I am the WR holder: https://www.youtube.com/watch?v=dRKRoScYKlw