Lost Beneath by Honey Pony


Lost Beneath is a short, but probably challenging platforming game where you play as an unknown creature exploring an unknowable place.
You, along with the various floral Spirits you meet along the way, are trying to escape the dark and menacing structure that you have found yourself in.
The more Spirits you are able to keep alive, the better your mobility, as the Spirits help you grapple to walls, create midair platforms, and even fly short distances.
Please play with the keyboard controls unless you're very patient: the joystick controls are much harder to use.
Note: I probably should opt out of Humor, but I didn't because the website will not give you as much credit for rating my game if I opt out of a category. If you're OK with that, you can leave the Humor category unrated.
Note 2: AZERTY controls should be supported but are untested.
Note 3: The web version works pretty well on my computer, but has occasional lag spikes. I probably recommend downloading the Windows version but whatever. Although from what I can tell the gamepad controllers do not work on the web version..?
Note 4: Make sure you're pressing up while flying, or you won't get any height.
Ratings
| Overall | 351th | 3.606⭐ | 35🧑⚖️ |
| Fun | 515th | 3.297⭐ | 34🧑⚖️ |
| Innovation | 531th | 3.288⭐ | 35🧑⚖️ |
| Theme | 973th | 2.909⭐ | 35🧑⚖️ |
| Graphics | 432th | 3.576⭐ | 35🧑⚖️ |
| Audio | 228th | 3.531⭐ | 34🧑⚖️ |
| Humor | 744th | 2.25⭐ | 30🧑⚖️ |
| Mood | 277th | 3.53⭐ | 35🧑⚖️ |
| Given | 29🗳️ | 42🗨️ |
My only suggestion would be maybe making the music stay at roughly the same volume, could just be me and my preference to lower volume though
~~(Maybe a 'hacked' version of this too with godmode and infinite hearts. Those last levels were tough)~~
My biggest gripe with this game is the floatyness of the character. It os ok to have floaty jumps etc, part of the challenge, but this character seems to have very little inertia to the floor. What happens is that precise postitioning for vertical jumps is unnecessary hard, because the character just never stays put.
I see this having a future beyond this compo, even if it were to be small.
@murpyh Glad you liked it! My original plan with the spirits is you would lose them after one hit. However, I figured most players would probably die more than once, and it would nice if you had at least some chance of keeping a couple of extra spirits.
Your game is awesome. The grapple is super cool and the way you set it up is great. I spent about 15 minutes on trying to get the key :laughing:
I have a feeling that I wouldn't be able to finish the rest of the game if I couldn't even get past the key level.
Great job!
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Of course, please feel free to entirely disregard this, the platforming should be just how YOU like it, no-one else. Both of those things are things that I've struggled to figure out in platformers before so I figured I'd offer the knowledge in case you wanted to fix it too.
Overall, I really enjoyed this game. Lovecraftian Celeste sounded right up my alley. I liked how every section felt like a puzzle where I can to figure out the right combination of my abilities and I liked how it was difficult but not entirely impossible even though I died a tonne and was punished for it. The reason I felt the need to bring up the floaty controls is that whenever I felt like I had an unfair death, it was due to them. Often I would have to die fling myself into the spikes just to see where exactly the fly would take me. Still few people succeed in making platformers this difficult so you should be very proud.
The jankiness of the flying is something I'm not exactly happy with. Internally, the way it works is that flying is most effective right when you start flying, and then has quickly diminishing returns. It also has a separate velocity variable because otherwise the height you got from flying would vary wildly depending on your initial upward velocity.
The reason for the weird way the flying is programmed was so that I could force you to put down a platform and then fly in some of the sections. Sadly this probably made the flying much less intuitive. :(
One small note, though: in my playthroughs of the game, I do press jump and *then* fly. One potential thing is perhaps you weren't pressing up when flying? Unintuitively, you actually don't get any real upwards velocity unless you hold up while flying. Which is, of course, probably a problem (or at the very least should be clearer). :sweat_smile:
Either way, thanks for the ideas and suggestions!
The zoomed-out scale made things a little hard to see sometimes, but I liked the sense of scale it provided, and let me see what I was looking forward to further on in the level. Well done!
Nonetheless, thank you both for your feedback! :smile:
Nice mood and art though.
In particular, the intended strategy on the first screen is to make a platform and then jump to the left and fly up.
So I'm basically just wondering if you were doing the intended strategy, or if you were flying up. Because if you were trying to fly up, the awkwardness of doing so is actually intentional, to make you try different strategies. But if you were doing the intended strategy and still finding the controls awkward, well, that means that the controls are probably too awkward.
Anyways I hope this doesn't come across as an annoying or condescending comment. I'm just trying to, for my own sake, figure out whether the primary difficulty does come from the controls and physics--or if it actually comes from figuring out what to do. Knowing where the problem lies is, after all, important to fixing it. :smile:
Actually @baby-dino-herd @ogelgames @seothen I'm curious about your experience here too. If you remember, can you tell me whether you got stuck trying to fly up on the first screen (rather than some other strategy)? Thanks! :smile:
(I do have to emphasize that I'm certainly not a target player for this kind of game, although I've grown up on 8bit platformers, I don't play them any more, few modern ones I've tried that are requiring precise timing I rage quited soon enough, so don't take me as standard.)
Thanks again for your awesome feedback! :smile: