Tooth decay by Ithildin
Links
- SITE (Web, Windows releases): https://ithildin.itch.io/toothdecay
- TWITTER: https://twitter.com/mllepsychosis
- SOURCE CODE: https://github.com/wildrabbit/ld38
- POST-MORTEM: http://stealthcoder.tumblr.com/post/159995265297/tooth-decay-post-mortem

Description
Drill your way to the root before running out of sugar! Borrowing heavily from Mr Driller , Once upon a time... Life and true and painful present events.
How to play
Menu
- Any key to continue. Full screen is recommended on web releases.
In-game
- Arrow keys to move. You can climb one tile by pressing and holding left/right against the "step" for a while.
- Space to drill.
- ESCAPE to reset.
- Once you've reached the end hit ESC to replay the game. If you've died wait for a few seconds and press any key to go back to the main menu.
- M or 0 will mute the sound.
Tech
- Haxeflixel (+ FlashDevelop). I'm also using a disjoint set implementation for Haxe found @ https://gist.github.com/danielcmessias/077923850776d454415c
- Photoshop
- Jfxr, Chiptone.
- The font used on the main screen is Gwibble by vin @ http://www.1001fonts.com/gwibble-font.html
Changelog
26/04/17
- Added link to post-mortem.
24/04/17
- Added M key binding to toggle sound on/off.
- Tweaked a couple of values for balancing. The game is still hard to beat, but a bit less so.
| Original URL | https://ldjam.com/events/ludum-dare/38/tooth-decay |
Ratings
| Overall | 222th | 3.429⭐ | 37🧑⚖️ |
| Fun | 190th | 3.361⭐ | 38🧑⚖️ |
| Innovation | 434th | 2.611⭐ | 38🧑⚖️ |
| Theme | 378th | 3.083⭐ | 38🧑⚖️ |
| Graphics | 277th | 3.229⭐ | 37🧑⚖️ |
| Humor | 150th | 3.056⭐ | 38🧑⚖️ |
| Mood | 337th | 2.912⭐ | 36🧑⚖️ |
| Given | 59🗳️ | 58🗨️ |
And that situation is "AAAARRRGHH!" :)

@jupiter-hadley Thank you, I've just checked it! :)
From the video I noticed a couple of things I need to improve in terms of input feedback and visuals, so it was quite helpful to watch.
I really like the challenge in this game.
Overall a nice game :thumbsup:
Possible improvements would be some more obstacles like enemies that work against you.
Good job overall!
It reminds me a lot one of my old ludum dare entry : http://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=24933
I reached distance 605.
It seems to me that the best tactic is to drill all the time toward the bottom then towards sugar because drilling doesn't consume any sugar (right?). Therefore there is no real reason to be tactical and target a particular color ?
@alisoncox Yeah, I had in mind to add some sort of payback for the aching guy, so that on higher difficulty levels, if you dug too greedily or too fast you'll raise a "pain bar" which results in a quake with tiles falling down to crush you. I still have that on the to-do list.
@for-science At the moment there's not such a connection. On the currently in progress post-compo version I've implemented additional stamina costs for drilling certain tiles, but I need to balance that a lot with the current logic and other planned features. All the changes I've done so far actually make the game harder unless I tweak the sugar drop frequency and depletion rates, so I expect to tackle all that soon.
@erkberg Enemies weren't on the feature list, but I wanted to add some more difficult or even unbreakable tiles :)
@2kah @KCreanor @benbennett Yeah, I know. I was running out of time to implement levels or other features, so to enhance replayability I made both the spawn distance between sugar drops and the depletion rate too tight, to make it more challenging and make the main goal to try to reach the end (spoiler: 1 millimeter :D). At the moment the game can be beaten, but it relies a lot on the RNG :sweat_smile:
@theslate I am actually considering to add points in addition to the depth, but I need to finish off the loop of drilling / acquiring resources and determine the scoring rules.
@impbox Yup, I need to make a pass on UX and visual feedback, that's one of my main headaches at the moment. The current displays for depth and remaining sugar were intended for development, waiting to be replaced with a better counter, but I ran out of time. And I'm afraid I have to say the same about the extra layer of game mechanics to the core one (crumbling disconnected tiles is one of my highest priorities, that would definitely make you more aware of where you're drilling).
@jojocanard It is quite similar, indeed. I got my main source of inspiration for gameplay from Mr Driller, did you know about it as well?
On the compo version I generally try to keep to the centre to minimise interruptions to move sideways to get sugar and keep drilling down.
For the future post-compo version, though, I've added variable costs and drill rates for drilling, and that together with a layer of resource management and another layer of player progression and gameplay upgrades should help with replayability and add a bit of strategy to the core mechanic so we don't just keep digging down and praying for the RNG to be generous when we're generating the level.
Good luck for the tuning of your new ideas ! :wink:
It's a fun mechanic, just needed some way to take advantage of the multi-block thing, and a couple more text messages and it'd be a pretty well polished game.
I gotta say this is one of the most original games i've seen in the jam :). Cute game, as other have said it can get easy if you just drill down and get the candy when it shows up, but I enjoyed it nevertheless. I finished it in my 2nd run.
Good job!
It took me a while to really get into it. Creative entry the mechanics were simple. The graphics and sounds were also nice. I didn't get to the end though. :(
Anyways it was a fun little game that could be used as a time killer for example!
P.S Thanks for rating my game :)
A couple of issues/suggestions I can think of off the top of my head while playing:
- Instead of having the timer begin once the player starts the game, allow the timer to start when the player starts moving.
- The drill detection seems a bit unforgiving for a game of this demeanour. Unlike Snowmuncher, the character can be positioned freely between two blocks, which makes it possible to drill and get "stuck" - ie. not falling on a block they've drilled underneath them, as seen below. 
What I would suggest is either having "fixed" player movement so that they can only be at one block at a time, or leaving the current movement scheme as it is, but allowing the player to drill through the two blocks at once. As it is, this was probably one of the biggest issues that I got caught up on when playing the game, and I feel that if the player drills blocks directly beneath them, they should be expect that they are going to fall upon doing so. (the challenge should be in strategising, not testing the player's pixel-perfect positioning)
- At some points, if I was a little off centre of a block when drilling downwards, but still completely a single block, I still wasn't able to drill it.
- Despite this not really being an issue in fullscreen, I think it would be more ideal if playing the game in its original, in-browser size was at least a viable option. That is, I hope you will be able to find a way to allow the arrow keys to be "fixed" inside the game such that when the game is in focus, moving the arrow keys won't also scroll the window. I've played HaxeFlixel games where this is possible, so I think it would be feasible.
I did play through this quite a few times; my highest score is currently 720. I might come back to it though, because I do really like this concept (and you mention on the game page that this is beatable. I wonder at what distance?). I see that you're planning a post compo, and I'm already very excited for that. :slight_smile:
