Drill Cave by Ryder Studios
A adventure platformer, where your main mechanic is the drill. Learn about the drill and go deeper and deeper in the cave.
This is a submission to the Ludum Dare 48 Game Jam (Theme Deeper and Deeper)
Music made by: https://www.youtube.com/channel/UCkpdcsgeJdy5Who9BxMvT8w
Game made by: https://www.youtube.com/channel/UCp8p6QSnT_hngrcAooiNfKg



| Link | https://ryder-studios.itch.io/drill-cave |
| Original URL | https://ldjam.com/events/ludum-dare/48/drill-cave |
Ratings
| Overall | 150th | 4.071โญ | 23๐งโโ๏ธ |
| Fun | 125th | 4.024โญ | 23๐งโโ๏ธ |
| Innovation | 383th | 3.69โญ | 23๐งโโ๏ธ |
| Theme | 164th | 4.214โญ | 23๐งโโ๏ธ |
| Graphics | 53th | 4.595โญ | 23๐งโโ๏ธ |
| Audio | 52th | 4.31โญ | 23๐งโโ๏ธ |
| Mood | 99th | 4.286โญ | 23๐งโโ๏ธ |
| Given | 15๐ณ๏ธ | 18๐จ๏ธ |
One thing I wasn't a huge fan of was the lack of a typical jump, as it meant levels would need to be restarted for a simple thing such as accidentally walking off the edge, I did find the drill jump to be a cool idea! It would be good if you mentioned that being a thing in the game as it took me a while to work out that it was. Great work! :D
Because, you've no jump you can only go deeper and deeper into the cave, and I got inspired by the mix between platformer and a bit of puzzle in Nintendo's Captain Toad.
In fact, I can only find two major flaws for this game:
- I don't understand the controls, that was uselessly complicated. "Down" does nothing on it own, neither do "space" (at least, while grounded), why do I need to do a button combination (down + space) to realise the single most used action of the game ? And, even worse, why does that changes while in the air (only "space") ? It's the same action, it should be bound to the same unique button ! Why can't I have "down = drill" everytime ?
- The level design was overall great. You first introduced new mechanics in a safe environment, and then use those mechanics in a dangerous puzzle, this is really good. With that, when I died, it was always my fault, it never felt unfair. That was until some later rooms with blind jumps : the camera didn't scroll low enough to see what was there and I had to blindly jump and die to know what to do. THAT felt unfair. A puzzle is something where the player has all the pieces in hand, and he is only blocked by his ability to bring them together. But if you hide crucial information, the puzzle is rigged and it's frustrating.
Now, I don't want to sound harsh, keep in mind that this is a GREAT game, and I really enjoyed it ! But its greatness highlighted these little flaws ^^.
I love the visuals and audio. Such a beautiful game!
I loved the art and the music.
All the audio and visual feedback on interactions felt great.
The level design and balance are very good. Also the game is quite short, which is good for a game jam!
I agree with MetalFox on their two points:
- the controls felt a bit wrong.
- there were some unfair bits in the level design. However I feel they were rare!
Thanks for the game I had fun.