Deep Below Ground by v0idpointer
This is a story about a wizard, who works a simple job during the day, and fights monsters during the night. When he discovered an infinite dungeon filled with riches and treasure, he knew what to do.
You play as a wizard. Fight monsters using spells. Search for gems and new spells. Use new spells to deal even more damage.

Fight different kind of slimes and witches, while trying your best to get rich.. You should also try not to die. Every enemy has it's own unique attack.

This game was written in Java from scratch. No engine was used because it's fun. Everything from assets and game design, to the back-end code was finished in 48 hours. If you get Java mismatch error, it is because Java 1.8.281 was used.
| Source Code (GitHub) | https://github.com/v0idpointer/ld48 |
| Java (Windows) | https://github.com/v0idpointer/ld48/releases/download/1.0/LD48.jar |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-below-ground |
Ratings
| Overall | 503th | 3.391⭐ | 25🧑⚖️ |
| Fun | 352th | 3.478⭐ | 25🧑⚖️ |
| Innovation | 686th | 2.783⭐ | 25🧑⚖️ |
| Theme | 598th | 3.348⭐ | 25🧑⚖️ |
| Graphics | 656th | 3.065⭐ | 25🧑⚖️ |
| Audio | 574th | 2.826⭐ | 25🧑⚖️ |
| Humor | 232th | 3.043⭐ | 25🧑⚖️ |
| Mood | 737th | 2.682⭐ | 24🧑⚖️ |
| Given | 20🗳️ | 21🗨️ |
The art looks good and the sounds were great. I liked the little backstory to it as well. I enjoyed playing it. Great job!
1. I feel like the game itself isn't quite challenging enough. It feels too similar for the most part
2. It takes quite a long time for the magic bar to refill
3. This is minor, but it's hard to see the wizard enemy's attacks in the room with the purple floor
I do like the different attacks that the player can use though, and I also find it cool how some slimes have different gameplay mechanics, especially the ice slime who reflects your attacks and freezes you.
:heavy_check_mark: There is **variety**, two (three, taking into account the "*finisher*") spells for each book, with four books, for a total of 12 spells. The texts are funny, and it's nice that each book specializes on one way of fighting.
The **movement feels nice**, the character doesn't slip or get stuck anywhere, and its movement is fast :runner:.
Programmer art never gets old, and the best thing about is it can only get better :stuck_out_tongue_winking_eye:.
:x: It starts getting **repetitive** very fast, it gets to a point where every room is just a wizard, two-three chests, and two-five blobs of different colors.
The fast movement and spell-based combat seemed to be indicative of a fast-paced action, but the enemies move so slow and there's just two kinds of them (*I know the slimes have "elemental" typings of sorts, but in the end a slime is a slime*) that it turns into something a bit tedious.
Sometimes the **spells wouldn't activate**, even when I had more than enough mana. Or so I though at least. Maybe it could be nice to slightly change the color of the spell button whenever you have enough mana to cast it :thinking: , since there are no (visible) numbers given to the player.
The ice book's second spell only works sometimes for me, and I don't see anything happening on screen :slight_frown:
If I had to change one thing, it's that I think you should try and make a version of the game which is playable in the web. I had to download a Java IDE to play the game, but I didn't mind since it was fun!
This has mid 90's vibes for me, it takes me back. The artwork supports that and the gameplay feels natural, well done. As mentioned before it tends to get a little bit repetitive but in the end, this was made in 2 days guys, amazing work !
I did run into a few problems with the game. Open chests blocked bullets which made it an issue when the wizards would run on top of them. Also, if there was a potion on the floor and you hit the 'F' key and weren't on top of the potion it would completely freeze the game (probably crashed but the window stayed open).
The worst issue, however, was that it took up a massive amount of ram and would keep lagging every couple of seconds. Just speculation but if you're running a game loop as fast as you can that might be the problem. If that's the case, you may want to sleep at the end of each loop for a few milliseconds which you could calculate to try to hit a target fps. I used to make games without an engine and that's something that I did when I first started but a memory issue like what I was seeing could be caused by any number of things so that's just a shot in the dark from my own experience.
I should note, you can pause the game and spam your weapon AND your mana still recharges, allowing you to build up a bunch of spells to all fire when unpaused. This was, of course, extremely fun. ZA WARUDO!
Of course the gameplay could be improved a bit, I never felt really challenged because the ennemies are not really aggressive and the spells are really powerful, but the fact that you add new spells from time to time manage to keep my interest. Great entry overall !
One thing I really appreciate about the game is how much detail it gives about how to play it. It was super easy to play just because of how clearly annotated everything in the game is, and that's despite it having quite a few different mechanics. It's often pretty hard to learn how to play a jam game that has as many mechanics as this but this game was super smooth to pick up and play.
In terms of the gameplay, I definitely liked the different weaknesses that the spells targeted. It is quite obvious which enemies have what weaknesses. What I find interesting about that, is that I often don't take advantage of systems involving different enemy weaknesses, simply because I don't care to learn which enemies have what weaknesses. I think broadcasting the weaknesses so clearly, like they are here, can be nice. It allowed me to choose rather at random whether I wanted to fight the enemies more effectively be swapping to the best weapon.
A boring note: I think music is the biggest missing component here. Music adds so much atmosphere to a game. I'm sure that's an obvious point, but this is the first game I've really felt it missing... the game is so engaging otherwise that I think a bit more sound, but especially music, would really make it pop.
Overall: A rather small game, becomes repetitive, but has enough variety in content to keep me playing for quite a while. Nice entry.