CREATION EXCAVATION by jjoeyay
correct the time loop.
CONTROLS:
wasd - hover
space - propel
left mouse button - destroy
right mouse button - create
esc - pause

| Youtube | https://jjoeyay.itch.io/creation-excavation |
| Original URL | https://ldjam.com/events/ludum-dare/47/creation-excavation |
Ratings
| Overall | 436th | 3.761⭐ | 25🧑⚖️ |
| Fun | 586th | 3.522⭐ | 25🧑⚖️ |
| Innovation | 123th | 4⭐ | 25🧑⚖️ |
| Theme | 769th | 3.652⭐ | 25🧑⚖️ |
| Graphics | 172th | 4.283⭐ | 25🧑⚖️ |
| Audio | 337th | 3.727⭐ | 24🧑⚖️ |
| Mood | 520th | 3.65⭐ | 22🧑⚖️ |
| Given | 16🗳️ | 20🗨️ |
this is a really cool game! again, really like being forced to figure out what to do. also ive always liked these types of metroidvania/progression games, finding powerups to help you get through places you saw previously
right before the creation upgrade theres some blocks you break to get up, if you happen to break all 3 do you just have to wait the cycle out? i only accidentally did it correctly and realized afterward
Unfortunately, I found the gameplay about as fun as the mspaint eraser tool. After the first couple of upgrades, I couldn't find any big hints about where to go next, and after a few minutes of wandering around, I gave up. I'm _not_ trying to say I think there's irredeemable flaws in the game's design--just that it's probably a game for people more patient than I.

I'd call this an underrated entry. It's very polished for what it is, with great spritework and fitting sounds. The gameplay mechanics are quite good even if there's no real indication of where to go next nor a more clear sense of progression. Still, it achieves its purpose and the things it does, it does them very well. The destruction and creation feels satisfying, and the time loop isn't too long nor too short.
Here's hoping you get your 20 ratings! Spread the word of your game more! :whale:
i didn't really get what i was supposed to do though, and the time loop felt was a bit irritating
The atmosphere of this game is pure joy to me. You've managed to improve it with everything you have.
The minimal visual with only two colors improves the feeling of discomfort, of uneasiness, while the way the character moves makes it even more alienating, mystical. The sfx you used also gives these same feeling, improving even more the game.
Then you have the gameplay itself, where you must explore this weird ruins, and you feel lost, again improving the mood.
I mean, this is a 5 start mood for me, I'm really amazed at how you've managed to create that world.
Visually speaking is also very beautiful, the way the gem moves is so elegant and makes it funny to control, it also makes it feel the movement fresh, not some plain movement control always seen in a lot of platform games. You've also such a high attention to details (right now I've scrolled to see if this was a compo game but fortunately it's not otherwise you would be god), like the dots that stays with you all the time, changing form and fusing with you for the jump. This details also improved the world atmosphere, make it feels even more believable, and, as all the other things, makes you totally immersed.
The level itself is also nice built, with just a few different tiles that makes the difference in establishing where you are. Those shrines are cool.
Obviously the creation power is amazing visually, I've decided to play this just after seeing the gif on the home page, I was charmed by it.
The sfx were really cool and the fact that they are annoying to me helped the atmosphere of uneasiness and alienating-ness. Maybe some of them are a bit too loud, but I've just lowered down the volume to fix that. I also liked that there is no background music (even if I don't know if it is on purpose or by time constraint), it helps in making you feel uncomfortable.
Even though I liked a lot the way the gem moves, I think controls could have been a bit easier to use, since you have just a few tricky platforming that, let's say, ruin a bit the immersion, because it's a spike in difficulty that seems artificial. Another way to fix that (and the best probably), if you don't want to change the control, could be to just adjust a bit the level to avoid those tricky part. I mean, if you like that difficulty is ok, but for me they made my "fluid" experience, like a dream, less fluid.
Pacing was also another issue I had with this. I like how the game makes you explore and give you more option bit by bit, I think you did a great work in leading the player without it being too clear, just hinting. But when you have to destroy a lot, it feels good but it's also a bit slow and confusing. The screen shakes every time so basically forever when digging to find the way, and you also have to be precise on clicking the squares. Maybe if the destroy had a bigger radius it would have been a more fluid experience.
The other issue with pacing is the last section, where you are left wondering where to go, and being so slow in digging, and also having the change to go up (where there seems to be nothing) it could be a turn off. I liked the game a lot so I keep playing until I managed to complete it, and it also has some kind of hint since the last part where you have to dig is one where you don't find anything before, but it was maybe too much. Maybe with a more powerful destroy this could be instantly change and not be a "pain".
As last, the theme is surely there having that thing killing you every x seconds (and I liked that you don't specify the timer so it makes it even more stressing "will I get there in time? dig dig dig"), but it's just that, it's not bad but compared to the rest of the game is just good enough.
That said, wow, this game was just so amazing! It's really a shame you have so few ratings but you also have rated few games =/ Please play and rate some game (and leave comments for karma) as long as you have time, this game deserves to be in the final ratings! (or not, so I have more chances to be higher ahah)
Overall this is a great game with great style. Good job!
