Deeper And Deeper by QuantumSeagull
How deep can you get before your nuclear powered headlamp runs out of power and you're trapped in the dark?
In this procedurally generated underworld you control a suspiciously doge-like mole digging its way through dirt and tunnels in search of gold. You are equipped with a nuclear powered headlamp that runs on glowing rocks that you can find scattered around the underground. Make sure to stock up, because when the light is out, the game is over!
Oh, and going up? Not an option! You can only go deeper and deeper.


This was my first time participating in the LD Jam, and the first time in a very long time I wrote a game.
All graphics are original and created with Aseprite, except for the light cookies (Adobe Photoshop) and the font (see credits). Unfortunately, I ran out of time for sound and code optimization.
Gameplay
- Collect gold nuggets to get points
- Collect glowing rocks to recharge your power (+10%)
- When the power reaches 0% the game is over
Controls
- Move with WASD/Arrow keys
- Move down (S/Down arrow) to dig down
- Spacebar to dig horizontally
Credits
The font is called Pixel Emulator by Pixel Sagas
Known issues
- Frame drops on chunk loading and unloading (improved in v0.2)
- Collision with collectables is sometimes a bit wonky (fixed in v0.2)
- Collectables can spawn on a chunk border in mid air (fixed in v0.2)
- No sound (not implemented in the jam version)
Post-jam version
I'm collecting all your feedback in the comments for a post-jam release of this game. All your suggestions are much appreciated.
Changelog
v0.1 (April 26, 2020): - Jam submission
v0.2 (April 28, 2020): - Optimized chunk loading - Fixed collectables spawning in mid air on chunk borders - Fixed collision with collectables - Tweaked spawn rate of collectables - Timer now starts when the player starts moving
| Link | https://quantumseagull.itch.io/deeper-and-deeper |
| Original URL | https://ldjam.com/events/ludum-dare/48/deeper-and-deeper-19 |
Ratings
| Overall | 1237th | 3.327⭐ | 28🧑⚖️ |
| Fun | 1290th | 3.096⭐ | 28🧑⚖️ |
| Innovation | 1558th | 2.72⭐ | 27🧑⚖️ |
| Theme | 196th | 4.173⭐ | 28🧑⚖️ |
| Graphics | 1365th | 3.22⭐ | 27🧑⚖️ |
| Humor | 1184th | 2.325⭐ | 22🧑⚖️ |
| Mood | 1254th | 3.24⭐ | 27🧑⚖️ |
| Given | 17🗳️ | 24🗨️ |
Obviously you know about some issues. I was also getting frame drops when I chopped a bunch of blocks in succession which I think is a me issue but I am not sure.
Also I think the dirt might benefit from being a bit brighter!
overall good game!
It fits the theme and is quite relaxing, there's not much more that I could ask from a game! Nicely done!
I'd like to see different dirt tiles, maybe unbreakable, or difficult to break rocks, and the proc. gen. sometimes left long stretches 100% filled.
The controls could use a bit more flow, It's a little annoying if you're going down a slope and always having to completely stop to collect the gold.
Another improvement could be purchasing upgrades of course.
Congrats on completing and good luck!
Yeah, cave generation needs some work. The tunnels are quite big but quite sparse. A lot of fiddling around with simplex noise until I strike just the right balance ahead.
I don't mean allowing the player to go back up. Actually maybe being able to jump up one or two spaces would be nice (but doesn't follow the theme as much).
I meant when you're going down at say a 45 degree angle, you can't keep your horizontal momentum but you have to fully stop in order to collect the gold. If the hitboxes were increased maybe it would help allow you to keep your momentum?
I played through 3 times and didn't find any uranium. Maybe I just got unlucky? I would have loved to see that scattered around more. At first I thought "This game needs a way to regenerate power" until I read your description in full.
My second playthrough, I got stuck in a huge chunk of earth that I dug straight down from ~65% power until 0% power without finding any gaps or minerals.
Overall, I had fun with it, I just wish I could have found more resources. Congratulations on finishing your first game jam, and on returning to the game dev scene!
I didn't find any caves or anything on my first run, and instead ended up just strip mining, thinking that was just what you were meant to do. But after reading some of the comments, I jumped back in and immediately came across a cool cave. Which was the most fun part of the game, for me!
Some audio would have helped set a mood nicely, but making a procedural game in a weekend is hard enough as is. The light effect was cool though, really added to the atmosphere.
Will be cool to see the light having a function, too. Keep it up!
Firstly, since you can only really go down, sometimes you get forced into a situation where you have to dig straight down through several screens worth of solid dirt. The proc gen doesn't seem very friendly in this regard. It'd be nice if it were to attempt to guarantee that caves get generated in such a way that one is always in sight.
Also, the glowing rocks seemed a bit too infrequent. In a couple of my playthroughs, I never found a glowing rock, despite being in cave as much as possible. It's also supremely annoying when a glowing rock spawns just one of two tiles higher than you can jump or dig to.
Oh and the gold nuggets feel worthless. The depth seems like the "real" score, so I'm not sure why I'd collect nuggets.
Overall it's a good idea, but the RNG makes it feel like some of my attempts are a waste of time.