Beneath by Rewzu
Images:

About:
Beneath is a Compo game made for Ludum Dare 48.
You must dig deeper and deeper.
How to play:
- Dig deeper and deeper.
- Avoid guardians and laser.
- Jump to blow up blocks and guardians.
- Guardians can create deadly explosions.
- Hold jump key longer to jump higher and create larger explosion.
- Collect most valuable ores to boost your score.
- Blocks have different levels of durability.
- Have fun!
Default controls:
- A/D | Left/Right Arrow - Movement
- Space | Right Control - Jump
Have fun! :star::star::star::star::star:
| Online (WebGL) | https://rewzu.itch.io/beneath |
| Source Code | https://drive.google.com/file/d/1PX5BWy-azPaAOr6HE7kEWY0rXGOOiWxt/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/beneath |
Ratings
| Overall | 142th | 3.862⭐ | 31🧑⚖️ |
| Fun | 124th | 3.879⭐ | 31🧑⚖️ |
| Innovation | 287th | 3.517⭐ | 31🧑⚖️ |
| Theme | 141th | 4.052⭐ | 31🧑⚖️ |
| Graphics | 287th | 3.69⭐ | 31🧑⚖️ |
| Audio | 271th | 3.464⭐ | 30🧑⚖️ |
| Humor | 523th | 2.239⭐ | 25🧑⚖️ |
| Mood | 613th | 2.983⭐ | 31🧑⚖️ |
| Given | 60🗳️ | 36🗨️ |
If ever expand on this work I think it would be cool if the player encounters the occasional guardian hotzone that's surrounded by high value resources.
Thank you very much for the feedback and kind words! :D
I really appreciate that. It is really rewarding after exhausting session of game development. :)
- @luc-creationallabs I tried to keep it simple, but I agree that some additional mechanics would be cool.
- @rhoff95 You're right. I thought about it as well. I just didn't make it on time (this and some other features).
- @incobalt Well, yes. There are some noise generators: one for textures, second for block types and third for caves. I'm glad that you liked the music. I'm not a musician or artist, so my games have those traces of "Programmer art".
- @starrynitegames That is a neat idea. Currently, you can sometimes find these "hot zones" but it is pure luck that something like this generates. I could add some predefined zones that go with random generation.
- @ryannielson I agree that it would be a welcome addition.
:D
- I can't fire while I'm in the air. Often I'd end up with an enemy beneath me and just fall onto them helplessly
- Because the enemies can destroy blocks, I can't choose when or where to engage them. I ended up charging a jump and waiting for them to come to me. But if my explosion didn't kill them all, I just fell onto the survivor and died immediately. Maybe multiple hit points would have helped?
- The ores don't do anything?
Thanks for the feedback. :)
- @boon Well, it is like this because explosions are meant to deal damage by radius. You can destroy enemies in a similar way. I didn't really want to add cover mechanic because I thought it would add unnecessary complexity. It might seem a bit weird, but think about it like this: you wouldn't want to be near a wall that is about to be blown up. :D I'm glad you like the game. Thanks! :)
- @reactor-scram I'm sorry to hear that the game is too hard for you. Firing while in air would make the game way too easy and would completely break the main mechanic. You can steer while in air to avoid enemies and you decide which blocks to blow up allowing you to take a route around them. Generally you should avoid falling in caves because in that case you test your luck and reaction skills. Also, a safer way is to avoid enemies, not engage them. They are designed to be avoided - they have quite small sensing distance, they create small explosions that can kill you and they are slow enough for you to dig down and loose them. Ores are score boosters. If you watch closely your score counter you can see that some ores give you small boost while others have much more impact on your score. I wanted to add a text floating away from the ores after destroying them to make it clear but didn't make it on time.
- I love the animation and gamefeel of the cube you play as. I almost wish it had some kind of backstory, playing as an exploding jumping fire cube is such a fun concept.
- Enemy designs are nice as well and I appreciate the block style inspiration from Minecraft but used in a different context.
- Music is alright but I wish the explosion SFX was a little more prominent and satisfying, right now it's a bit muffled.
- Like people have said, would love to see a progression system.
Great work!
Found it really adictive to be honnest, the "fast paced" of having just one life then quick restart works really well, and I sticked to it for a little while (until I finally achieve to gain diamond :D )
Anyway, very fun entry for me, and I liked the music o/ Bravo to you doing this in 48h !
This game was super fun and I hope you get more plays. It was challenging enough to plan out your jumps to destroy the enemies as well. AT first I was holding down the space button and i kept dying but then I understood it activates on key release. That's my bad for not reading direction, but overall this is pretty much a perfect game to me. The art could probably be a little more exciting but my experience was still great.
Some remark: it would be nice to see visual feedback on readiness of enemies to explode, e.g. intensification of red color.
Good entry!
This means that whenever your planning to go down, you have to consider how you will first go up.
Nice risk and reward mecanic.
I can picture how this would work with more "character" and "lore". A mining worker using dynamite to dig is nothing unheard of after all.
Nice affordance here.
Not sure the laser going from the top of the screen is necessary. Dealing with the gardians is hard enough as it is. Especially since killing them is so hard...
I do not know what value each ore is but I guess the shinier the more points, right ?
So blue cristal > gold > silver > coal... I guess.
Really good core mecanic and impressive physics. Nice !
Nice job :ok_hand:
