Deep Pocket Digs by ChrisAP
Foddian style game about a cute mole that wants all the money. Use dirt and sand to drill away!
Use WASD or Arrow keys to move around and Space to dig DEEP. Controller works too! (Directional Stick, A button)
Tiny mole can't jump, but his digging packs some mighty speed, use his abilities to launch DEEPER into the ground.
Pick up coins along the way as his pockets run DEEP.
If you fall, don't be disheartened and get ~~over it~~ under it.

Game Engine: Unity 3D
Textures and Sprites: Aseprite
Music: Trial Version of FL Studio

| Link | https://chrisap.itch.io/deep-pocket-digs |
| Link | https://chrisap.itch.io/deep-pocket-digs |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-pocket-digs |
Ratings
| Given | 67🗳️ | 135🗨️ |
I would like it if there was something special about not being in drilling mode, so there's a bit of a choice to be made in which mode you want to be in. Right now, you can't really move outside of it so you just always want to go drill.
It would be nice if you could toggle to drilling mode in the air, or something to make movement a bit more fluid. It seems a little clunky when you stop after each time you exit the ground (the area with all the vertical single block segments was not fun because of this.
The game in itself was rather hard, and I gave up soon because collecting score pellets was not motivating enough for me.
The controls are a *little* slippery, but that seems fine for this dynamic. I think the route of my issue was not really knowing how much momentum I'd have coming out of the dig and rotating mid-air. Maybe a forward dash or something when whipping out of the ground would work well. Or maybe it's just tuning!
All in all very fun, very cool idea for the core mechanic! I love the little coins jostling around. Great touch.
@bigbadbison There were other mechanics that didn't make it in, but we hadn't thought of making them exclusive to being used when you aren't digging, but it is certainly something I will be thinking of now!
@fribolin Yeah, fine tuning the colliders to crush all those bugs is tough, but I'm glad parts of what made the core mechanic so exciting for us to make got across!
**Thank you everyone for the feedback and ratings!**
**Its my first jam so they're super appreciated!**
@thejonu Sorry to hear that, but glad the core mechanic interested you regardless, its clearly what got us excited about making this game haha
@chillen Love the "sand-shark" analogy, would probably make for a fun enemy type too! The idea of adding a move the player could use mid-air as a way of giving them more control is one I have been giving though to, we love movement in games and the idea of a dash or a "chomp" are really interesting solutions!
**Thank you again for taking the time to play, all feedback is deeply appreciated!** **The game had to stop there for now, but our learning from its design and development continues!**
I found the secret restart path, which I think was a mistake on my part because then I could just not try and get the rest of the coins, but the effort alone lost me everything I'd made up to that point.
I can see that the game is a bit rough in some areas, and as the developers you probably know every little thing you'd like to change better than anyone. but I think the core concept is really solid and I love playing with the idea of digg based momentum.
The only thing I'd liked to see more of are some interesting platform puzzles centred around the movement.
I don't know if you are gonna develop this any further, but to put it a bit blunt, I play mario for tight platforming, not to collect coins. and I could really see a unique movement mechanic like this be used to create some amazing platforming action.
Fantastic job, for me this is what LD is all about trying crazy stuff and learning along the way.
That said I love the way the little coins go in that bag. It reminds me of kingdom two crowns but you even expanded on the concept by having physics applied to them while they are in the bag. That's a delightful touch. The core game play is also really cool.
Nice work!
I thought it was really neat how they moved and jostled around.
"Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players."
@teenythanos Thank you! Its really encouraging to see how engaging so many people are finding it despite the issues we couldn't iron out in time!
@jordan-ottesen You caught us! ChrisAP is a speedrunner, its really cool you picked up on those influences!
@dwink Yes! You found the secret path (shhhhh) and also experienced the consequences haha, I'm glad you seem to have taken it in good jest, its a difficult game.
**Thank you again to everyone for taking the time to play, rate, and give us feedback it means a lot to me!**
I found getting into digging mode really hard/inconsistent. On both controller and keyboard I found myself having to mash the button between 1 and 10 times before I'd start drilling. This sadly took away from the experience.
I did enjoy the incentive to be careful with your movement as the coins can fall out of your pot if you play too crazy. Overall a cool game with a lot of potential. Also... I see some Monty Mole inspiration in that character! Moles and shades just have a certain kind of coolness about them.
I love the little visuals of the coins jangling around as you're moving. It was a great way to present your progress visually than with just numbers. Plus it was very satisfying seeing the bag fill up. :money_mouth:
I unfortunately didn't make it to mastery tho; I think I might have stuck with it longer if the mechanics were a bit more intuitive (maybe being able to enter drill-mode at any time?) or if the physics were more responsive somehow (being able to change speed mid-air would be especially nice), or if the music was more catchy. But nice work, and thank you for sharing! I liked the secret path :)
https://www.twitch.tv/videos/1007659333?t=00h57m50s
I also find it very interesting that the bag moves when our character moves, and makes us lose our money if we move too much.
In short, a game that we can recommend without problem.
I actually prefer your full range of movement in drill mode. It just feels more natural and intuitive. It would be nice to have *some* air control. The physic and momentum can feel a little uncontrollable.
Good game, with a lot of potential! Good job!
PS. I caught your stream of my game! Thanks so much, I love that stuff! :heart:
Great graphics as well and thanks again for playing Saving Greg on stream, it made my day! :)