DIM by guoboism

[raw]
made by guoboism for LD 40 (JAM)

In DIM, you dive down into the ancient tomb full energy and darkness...

You will die if you ran out energy, also maximum of energy will also kills you,

You must keep a balance to survive.

=============================================

Actions that reduce energy:

Stand in darkness.

Shoot bullet

Touch enemy or spike

Action that will gain energy:

Standing in light

Collect crystal

Killing enemy

=============================================

Control:

Arrows key = move

Z = shoot, you can double jump

X = jump

Goal is to reach the bottom with energy not zero or max.

The levels are random generated, the more level you passed, the faster energy changes in/outside of light

=============================================

V0.1 [JAM VERSION]

Both PC and mac are supported

V0.2 [POST JAM UPDATE]

Add first kind of enemy: fly

Improve level switching wait time.

Game over screen will show level progress.

DIM_v0 2017-12-05 05-42-45-96.png

DIM_v0 2017-12-05 05-43-18-74.png

DIM_v0 2017-12-05 05-43-27-74.png

DIM_v0 2017-12-05 05-43-38-24.png

Ratings

Overall 428th 3.581⭐ 33🧑‍⚖️
Fun 543th 3.348⭐ 35🧑‍⚖️
Innovation 443th 3.313⭐ 34🧑‍⚖️
Theme 715th 3.258⭐ 33🧑‍⚖️
Graphics 271th 4⭐ 34🧑‍⚖️
Audio 330th 3.433⭐ 32🧑‍⚖️
Humor 852th 2.28⭐ 27🧑‍⚖️
Mood 588th 3.25⭐ 32🧑‍⚖️
Given 33🗳️ 27🗨️

Feedback

CocaPasteque
04. Dec 2017 · 22:01 UTC
Those screenshots make me want to play this game so bad but the link to itch.io is dead :/
wujood
05. Dec 2017 · 00:15 UTC
404 Not Found ! Sorry
05. Dec 2017 · 01:48 UTC
404 not found also.
🎤 guoboism
05. Dec 2017 · 03:18 UTC
Sorry guys! I forget to click the publish button in itch.io. Not it is ok to download.
@cocapasteque @wujood
Amir Bayareh
05. Dec 2017 · 06:46 UTC
I loved the presentation!

I didn't read that the levels were randomly generated until I was 20 levels in, then I thought it would be difficult to create each level manually haha. I got stuck in the last level, I couldn't shoot down.
Nice game, the atmosphere is nice and the music is very enjoyable.
CSdoesCS
05. Dec 2017 · 07:29 UTC
I loved the mechanic! Very cool! I like how you sometimes have to walk over the spikes to succeed, and that you need to balance the light and dark to survive, no excess on either side.
0xDD
05. Dec 2017 · 08:11 UTC
Very nice art style and interesting mechanic. I'd love to see this game continued after the event with online highscores or maybe even multiplayer added. Keep it up!
ginger9
05. Dec 2017 · 13:09 UTC
Play more than a dozen, thinking so many levels, and then remembered the level is randomly generated :joy:
Like the idea to sign inside the brick.
ginger9
05. Dec 2017 · 13:12 UTC
and Z to shoot x to jump is a little strange for me (the reason may be I have played spelunky too many times)
Gao Ming
05. Dec 2017 · 14:48 UTC
随机生成关卡好高级,我感觉只能在光里恢复能量,其他行为都是消耗能量,使得游戏的策略性上不去,如果再多一种提高能量的途径,可能会更好。
画面真棒。
junjunlowpoly
05. Dec 2017 · 16:21 UTC
Very well executed game! The experience is like playing Spelunky or Steam World Dig. Controls, music and graphics are all excellent.

The only thing I want to complain is that since it's so dark and the visable range so narrow. A lot of times it's just guessing what is underneath and choose a random place to fall. But this seems to be hard to fix given the core light/darkness mechanism.
Moski
06. Dec 2017 · 03:29 UTC
Oh, goodies. I always like to find roguelikes in gamejams. This was a treat!

This game is visually impressive _and_ expressive, and works masterfully with the audio track. You'd think that in a game about darkness the bright is good for you, but I like how this game plays with the idea of either extreme being a bad thing. The light (and dark) effects are phenomenal, and the game's polish is excellent.

Had a good long run on this one. I hope you decide to later on expand on this premise and concept, as this would, for example, be a great mobile game. In behalf of our team, we look forward to seeing what you can come up with next! :whale:
Syrapt0r
06. Dec 2017 · 09:16 UTC
Really nice expierience! Having to watch out for both extremes on the scale makes for a very interesting game. Having random levels is pretty impressive in LD games and you pulled it off very smoothly. I spawned on spikes a few times, but they don't instantly kill you, so it wasn't really a big deal. I can definitely see this as a full game with a few expansions :D
kariamoss
06. Dec 2017 · 09:42 UTC
Really interesting / good looking / game but for me it doesn't fit this ludum dare theme (Or I didn't get the point?). For me it's a LD39 game.
SolsForest
06. Dec 2017 · 09:45 UTC
I really enjoyed this entry. The mood and the gameplay. The gameplay is really innovative. It's cool that everything revolves around energy!
Hystaf
06. Dec 2017 · 09:47 UTC
Good game but I can't see the number of visited room when I die.
For the theme I thinks this game doesn't respect it.
conner985
06. Dec 2017 · 09:48 UTC
Good work. It's a nice concept. I liked the graphics and the music :)
JeffChen
06. Dec 2017 · 09:53 UTC
Roguelike真的厉害!画面的风格也很棒,玩法让我想起了蒸汽世界2:挖掘。就是右手控制移动让我比较不习惯,不过这是我个人习惯问题啦
sadsmile
06. Dec 2017 · 10:38 UTC
Overall a nice idea and a nice game, although i glitched trough the floor 2 times :((
🎤 guoboism
06. Dec 2017 · 11:35 UTC
@hystaf As for the theme: you will die if your energy reach max (and exceed a little). The nature is about balancing the value. The more could be the worse.
Wizcas
06. Dec 2017 · 13:41 UTC
I love the procedually generated map and 2D lighting. Control is smooth. 2D physics is reasonable and comfortable. Would be better if I can dig downward, since runing left to right just for one row down is kind painful =)
MixamiDev
06. Dec 2017 · 15:20 UTC
I love the idea and the 2D lighting. The sound is great. Unfortunately the procedurally generated levels can sometimes bug out and generate an impossible level.
jfraser314
06. Dec 2017 · 18:35 UTC
Really good graphics. The way the game works is. Moving mechanics could improve (WASD) and shoot with mouse and jump with spacebar.
oskardevelopment
06. Dec 2017 · 18:44 UTC
Cool game! Some bugs are: If you are not in the middle at the first treasure you won't trigger the finish, but instead will end up dropping and stuck in blackness. At third map you can somehow get the lightning effect be permanently triggered so you end up in max regardless of what you do. Great graphics, audio and theme! Fun idea!
iamtalin
06. Dec 2017 · 19:19 UTC
Pretty good looking, functional platformer with procedural generation, which is a good accomplishment for a jam game. Well done!
GameDevMumin
06. Dec 2017 · 19:25 UTC
Funny thing to play! But most of the time there was loading energy almost to max and then quickly going down and winning. But concept is nice and when you will work on that it has a lot potential! Good job!
Trackless
06. Dec 2017 · 19:53 UTC
Excellent game, the graphics are nice and the soundtrack is very cool.
My only suggestion is to limit the strength of the jump.
Congratulations on the beautiful game.
🎤 guoboism
06. Dec 2017 · 20:04 UTC
@oskardevelopment thanks for telling me about these bugs

@gamedevmumin @trackles @iamtalin thanks for your kind words
Sam Machell
07. Dec 2017 · 08:07 UTC
really enjoyed this! excellent interpretation of the theme and really nice graphics! I feel like theres more you could do with this idea!
Sand-Gardeners
07. Dec 2017 · 09:07 UTC
Good take on the theme, would have loved to be able to shoot down! <3
Antti Haavikko
09. Dec 2017 · 12:22 UTC
Pretty nice framework for a game you got there. Obviously it would need more interactive stuff like enemies (which it seems you've added post jam) and more variety overall. It got stale very fast, like right after a few levels. There was no progression or difficulty curve so pretty much after the first non-tutorial level, you've seen it all. I still went on for dozens of levels just to see if it is same stuff over and over again endlessly or if it will introduce something new. Sadly, it didn't. And it didn't even matter if I beat the level or died, it always just gave me the "next" level.

It looked quite nice. I really liked the 2D lighting you got going on there. The ending flash when you got too much energy was cool too. And speaking of energy, it was kinda annoying to gauge if you could still afford to grab a shiny without getting max or get hit by the spikes without getting to zero. Maybe adding subtle lines or some other markers to the bar to show the amount you'll get or lose would be nice. Also, in my opinion, the spikes should have been more punishing. You should stop the energy from decreasing when reaching the chest. Dunno really which one ended up happening, the real level finish or death, since they both were the same thing.

It was nice that I could run through one tile wide gaps but doing that should have been more consistent. And the behaviour in one tile high "corridors" didn't make sense either.

*Can run under one tile high gaps just fine.*
![Screen Shot 2017-12-09 at 13.59.17.png](///raw/1e4/3/z/e5ad.png)

*Can't run under one tile high gaps with spikes above without getting hurt.*
![Screen Shot 2017-12-09 at 14.00.44.png](///raw/1e4/3/z/e5ae.png)

Just like @sand-gardeners, I first though it was weird that I could shoot up but not down. It felt odd that pressing either down or up would always just aim up. Quite quickly I realized that shooting down would completely break the game though. Shooting up was never really needed either. I don't think I ever encountered a "puzzle" where it would have even helped. Same goes for the double jump, it was completely pointless. Also was kinda annoying that the jump sound played even though you had already used all your jumps.

The level generator was quite solid. Only few times it did lame stuff like spikes right under my spawn point. Quite often it did "puzzleless" levels when you didn't need to shoot or even jump once, just drop down a couple of times. Obviously now those levels were dumb but they would still work as a bit of a lull in the pacing if the gameplay had a bit more to it (like enemies etc).

And as a closing note, you really should try to keep some consistency in your version naming. This was just straight up confusing at first glance. The windows version named after the name, mac version after the platform. And only the 0.2 version marked with the platform checkbox. Also, not having space there makes it read *"dimo point one"* to me...
![Screen Shot 2017-12-09 at 14.19.24.png](///raw/1e4/3/z/e5b0.png)

Good job!
🎤 guoboism
10. Dec 2017 · 16:51 UTC
@antti-haavikko Thanks for your time for such a long review!

The box collider size for the spike is bigger than a square, which is a bug. I noticed that many times. But during the jam it was always in a hurry. You have almost talk about everything/bug this game has. I really thank you for all these.
paulhocker
15. Dec 2017 · 15:35 UTC
very nice entry - polished, solid controls - even a random map generator - awesome job