6 Feet Under by theStoff
Our zombie friend, Kevin, has risen from her grave. Help her find her way back home so she can rest easy.




Team:
Frozen: Programming, Art
Gryffo: Programming
Kepsert: Level Design
Mirando: Audio
Stoff: Art
Join our Community Discord!
| Link | https://thestoff.itch.io/6-feet-under |
| Original URL | https://ldjam.com/events/ludum-dare/48/6-feet-under |
Ratings
| Overall | 17th | 4.375⭐ | 255🧑⚖️ |
| Fun | 64th | 4.175⭐ | 256🧑⚖️ |
| Innovation | 21th | 4.416⭐ | 259🧑⚖️ |
| Theme | 126th | 4.261⭐ | 257🧑⚖️ |
| Graphics | 65th | 4.542⭐ | 261🧑⚖️ |
| Audio | 31th | 4.392⭐ | 257🧑⚖️ |
| Humor | 329th | 3.509⭐ | 222🧑⚖️ |
| Mood | 108th | 4.263⭐ | 247🧑⚖️ |
| Given | 144🗳️ | 77🗨️ |
The palette swaps were a nice touch
This has been the greatest game I've seen yet this jam, and I'm absolutely going to be showing my friends.
EDIT: wow, that ending. Unbelievable work. you have set the bar for how I rate games.

It aslo has a built in speedrun clock. This game genuinely can't be topped.
I think the only thing I would criticize is that the difficulty ramps up really quickly! The second level already is asking for some pretty precise maneuvering. Obviously a jam puts constraints on levels and you want to use what good ideas you have. Don't take that too harshly though, because overall I find this to be an excellent game in this competition. Cheers!
I'm afraid a lot of people will be left behind with these level designs. For real whoever designed these levels may be a sadist. lol The mechanics are so fresh and tricky, but the levels don't care. It *feels* like yall jump straight to Kaizo Mario in 1-2.
I tried to finish but quit in one of the key levels (3 ft under?) where there are spikes at the lower right of the screen that you have to dive down through and out the left side, the build up to that area took so long for such a tricky maneuver, I just quit when I failed for like the 100+ death. Sorry. Definetly be a little more forgiving.
Still, the art, music, and theme use are really good! Good job.
Either way, once again thanks for the comment, highly appreciated!
The color palette options was a very nice touch too.
The difficulty was all over the place (for me at least), some levels were a breeze while others took me a super long time with some unfair obstacles that i couldn't see before it was too late.
Art looks good and fits well.
Have to admit it was too difficult for me to finish. Drilling speed too high, walking speed too low and too limited air control could use some tweaking I think. Also a few checkpoints could be welcome? But maybe I should just git gud :D.
Doesn't change anything to the quality of the game though, very well done and thanks for making it! Will try the post-game jam version when contest is over!
The music is catchy af and will probably be in my head for the next hours. The art ist gorgeous, with so much love for detail it's unbelievable this was done in 72 hours. The mechanics need a bit of time to get used to but that's not really a problem because it's just so creative, simple and outright fun to use. Seriously great job here.
But these levels are just way too hard. I really, really hate not to finish games I started but here I just have to. The second level feels like the last one, while the level after this could be a tutorial. The difficulty curve is just all over the place. I just could not handle to play it to the end. I'm very sorry. (Played on v1.3.1)
Here's the timestamped link to the stream vod: https://www.twitch.tv/videos/1003143985?t=1h57m8s
That being said, as a game jam entry, it's really on-point. Satisfying movement, crisp visuals, fun level design... Terrific work! You can be proud of what you've made.
For example stage 2 of 1 foot under was very difficult, already demanding a lot of specific techniques (which is really cool, because it shows the depths of the mechanics) but with the possibility to die, making it more frustrating. (Btw, there were some islands in the bottom part that I don't really know what they are for, maybe for speedrunning?) I liked the 3rd stage much more, confined space (= safe space), with the different problems very clearly presented. For the hazards in 2 feet under (I think) it would have been great to be more visible, the mines are good, but fire and specially static spikes, were difficult to spot at that speeds (bigger or a 3rd color would work), and I enjoyed them much more when you were presenting a plarforming puzzle than just laid around.
At first, I thought not having air movement, even the slightest, was a bit counter intuitive in terms of game feel, as the slowness in the character walking speed. I got used to the first one pretty quickly, and I loved that the zombie run or walked, according to the momentum, really nice touch that show again how the mechanics of the game are deeply thought trough.
Very solid entry! Great work!
Thanks for playing!
Now for the parts where it could improve: Like others say it is to unforgiving with not letting you readjust mid-air which causes frustration and needing to redo things multiple times like at a level in the 5th feet under section where you had a moving elevator to make you redo a cycle. There are certain points that ramp up in difficulty in a weird way because you need one of these precise jumps.
Overall cool mechanics and solid game with beautiful art and lengthy gameplay. Would buy if it released as a full fletched game

Great gameplay, music, visual, level design, not too easy as I like. I'm just stunned by how good it is !
Having no air control feels quite strange at the beginning, but this makes the game more ticky and after some time it's part of the fun to anticipate everything from the earth.
Really good speedrun potential, I could skip part of the levels by jumping above the highest platform, it was quite pleasing as I was discovering secret passages (so don't change that ^^)
Just care about soft lock I ened here :grimacing:

(But this makes me realise the idle animations, even theses details are great !)
Very unusual mechanics, pretty tricky, I loved it!
Music and visuals are also great!
Thanks for the game, one of the best I've seen so far!
I'm wondering if perhaps another solution to the difficulty would be to have checkpoints within each map. The most painful deaths were the ones where you've pulled off some tricky moves and made it far in a map, and die close to the exit.
Or I could just get good, it sounds like you were aiming for higher difficulty and there's nothing wrong with that. Either way you're getting top ratings from me. Great job!
I think ya just needed to do a little more "on-boarding" before hitting players with the frustration.
After that first "learn the buttons" levels, it's like we're thrown into the gauntlet.
Make players prove they can handle simple things like jumping walls in a safe space, then move them to harder and harder challenges with low risks, raise the stakes over time after they're proficient with the mechanics.
There are some good easy levels that come in after the harder levels that I think would have made perfect "on-boarding" areas. I suppose that may have been a shot at the "flow state" roller coaster.
As suggested, checkpoints throughout could have also helped with the frustration, then the levels could really be as hard as you like because the stakes can be managed a little better.
Anyway, I hate sounding so judge-y/preachy, but I also hope my feedback helps in the future.
Great job on your game!

Art is charming, sfx are crunchy and nice, music is just awesome.
The core mechanic is delightful and right on the knife's edge of F**K THIS and really satisfying. I nearly ragequit several times, but pressed on and made it and it was always rewarding when I did.
The controls are so compelling. They occasionally hit brilliant moments of feeling fluid and elegant. They ask you to make these huge commits in advance, and with zero air control you can do nothing but sit and gape at the consequences of your folly while some signal originating from your lizard brain mashes your finger deeper into the D key to no avail. Glorious.
I probably just sucked at it, but transitioning from drillpath to drillpath across open air was what yanked me away from feeling fluid. You're on the rise and trying to transition to a block above you: drilling up, hit space too early and you brake and reverse in the low block; hit space too late and you bounce harshly off the ceiling above.
I definitely enjoyed my time with the game. I would have spent longer with it if there were mid-way checkpoints or something else to take the edge off how much I had to repeat sections I struggled with.
It's a really charming, unique entry, with a very strong original movement mechanic that's well implemented. And again, bumpin' music. Very nice work!
Overall superb game, I absolutely adored it and it's the exact kind of game I used to love playing. It looked like a lot of fun, with the only knock against it being how hard it is to control the momentum and swapping between drill and non-drill forms. It was a little too challenging for my friend, which caused him to quit while still in the 1 foot under set of levels. The controls could have been a little less challenging to use for folks who aren't super into perfectly precise platformer controls.
Some comments from my friend from his experience, both good and bad, innovation wise "I've never seen anything like this" (in terms of mechanics), the retro vibe was fantastic though true black & true white is very intense, and maybe the dark grey and off-white should have been the default palette as the high contrast got hard on the eyes. The deeper and deeper theme was felt throughout the gameplay and the narrative elements, so "full marks." The audio was really good, and thankfully had a long enough runtime (plus the muffled track when underground) that made it feel less repetitive than some other jam entries' music. Also changing positions in the soundtrack on death was a smart move for keeping it fresh-feeling.
The mood was excellent, and I especially loved the ending. The humour was very much a sense of cartoonish and cute, but I didn't find it that funny. The animations helped make me giggle a couple times especially the first time I saw the zombie run with momentum.
The art was all really well done and clearly fit a specific retro vibe. I only wished the background was maybe a little more interesting than completely blank. While the design of everything was monochromatic, some parts of the levels just felt empty because of the vast void behind it all. It's really hard to put a background in though when you're monochromatic, or to find a way to avoid the empty spaces, so I didn't knock it against you.
Above all else, this game had so much content. I was not expecting to watch the full playthrough have something like 20 levels. This felt more like a month-long project to pitch to a publisher than it did a jam entry. Hats off to your work.
music, graphics, gameplay, level design. It was all there. 10/10. Great experience. And what an innovative game mechanic
the few times that i did actually pull off some back to back burrow/jumps felt really good. i especially appreciate the contrasted feeling of how slow and clumsy the zombie is just walking, but how fast, fluid, and powerful you are when burrowing. if the controls could be tuned somehow to make it easier to transition from one dive to the next, that would be great.
The art, the audio, the hardcore gameplay.... best platformer I've played in quite a while. I love all of the little details you added, such as muting the music when you're underground. Also, 13 different game looks, each with their own graphics?!? I'm going to have to check them all out! I beat the game on the GameBoy-looking one, since I had been playing Super Mario Land and Super Mario Land 2 earlier.
118 deaths over 51 minutes.... guess I'm worse at hardcore platformers than I thought. 😅
118 deaths over 51 minutes actually seems like around the average of... people who have actually beaten the game! (Their first run that is haha) I'm glad you enjoyed it! If you happen to revisit it, let us know what your best time is :D
I streamed it for my girlfriend, and she wanted me to say that the keys floating behind you was her favourite part.
Thanks for the fun experience!
I'll be sure to speedrun the game when I go check out all of the themes! I'll let you know what I get. Got to have some time set aside for this though, I've still got around 50 games to rate.... 😅😖
Excellent job.
Fun: Every level is a little puzzle and I like it.
Innovation: I love this mechanic, when you drill yourself under ground to jump.
Audio: I love you work with sound. How it changes when you under ground.
Mood: I'm very anger for my fingers and needs controller support!)
I had some issue, being soft lock once in one run (I saw a screenshot in the comments above of someone being locked at the same place than me). Also the fire can be hard to notice when not on white blocks, and the maniability can be a bit rough sometimes (mostly in the beginning when we first put our hands on the game), also I would have love just a bit of air control.
Nonetheless I would definitely pay for a more advance version of this game, you guys made a remarquable work, I'd love to see more of it! :D I'm maybe a bit admirative xd
I was wondering, if I may ask (not meant to be intrusive and you're in no way obliged to answer); would there be any alternative methods that would allow you to try the game yourself? I personally am a fan of accessibility and if there is any option to allow people to play the game when they otherwise couldn't, I'd love to take a look at what we could potentially do! I'd love for you to experience the game as well, if that's possible in any way.
Nonetheless, thanks for the feedback, we highly appreciate it!
One side, the game is great: great graphics and animations, great sound, great story, great gameplay...
On the other side, it is not for me. Or maybe it starts to high for me. I barely passed the first feet, I wasn't able to advance in the second one. It is too hard for me.
But it is a great game, for sure. People will enjoy it.
Oh, and it works on Linux + Wine without any problem.
As far as feedback for improvement goes, the only thing that stood out to me is that, when hazards were introduced, it was hard to tell what was a hazard and what was just a prop since they were all the same color. Seems like a fun challenge to find some way to distinguish hazard vs not while still keeping the binary stile which I liked a lot.
Anyway, my opinion is summed up as: dude I walked away and came back and she was sitting in an idle pose that's fuckin nuts. You guys spent your resources well. You nailed basically every angle, the art style, a simple and sweet story, the level design, the mechanics that were added as you went along, the cute anime girl to get those clicks, just awesome job all around.
Another thing (and this gets far more in-depth than is needed for a game jam, of course), is when I'm thinking of how you could improve the main gameplay, really hone in on that easy to learn hard to master aspect. I mean it's already fantastic, from the beginning by the end I could tell how I'd learned to do different things with the control scheme, and gotten better at the movement. I feel that when fine-tuning the physics in the dirt there's some room for improvement. I'd like a little more feeling of control, maybe all that's needed is little more feedback, like some particles while you're holding space to really let you distinguish when you're pushing down and when you're letting the physics take up. A little trail of your tunneling, stuff like that, more information for your brain to passively register that it can learn and improve from as you play more, if that makes sense.
sorry for the novel, haha. hope this helps, have a lovely evening
I like the one-button action of it, but I almost wonder if there should be a separate drill vs drill down button. Sometimes you're flying through the air and want to drill UP, but you have to time the button just right so you tap it right before you hit the dirt but don't hold it too long or you drill back down out of the bottom. It's probably fine with just one button -- might need some other tweaks to make stuff like that easier or just have a more gradual introduction into more difficult levels.
I'd definitely like to come back to this one, as I didn't have time to finish it.
The graphics, animation, level design and music are great! I really liked the game. This is a very powerful job in 72 hours!
The only thing that confused me a bit was the lack of an exit from the game if you haven't already gone through it. I also managed to get out-of-bounds (I did not play the final version, as required by the rules), but the project is still very good! Thanks for the great work and play!
I found it a bit punishing - not gonna lie ^^#
Got till 2 feed, lvl 2
But like the face you can change the colours in the level is dank af
the music is cool
the character is charismatic
very cool game man, thanks for making it, enjoyed testin it :)
So I really like your game and I'm streaming Ludum Dare 48 games on saturday with my friend Teauorent on his Twitch channel - https://www.twitch.tv/teauorent - Saturday May 1st 4PM CET
First of all - that cool with you? This may redirect some traffic to your page for more people to try your LD48 game :smile:
If you'd like, please e-mails us anecdotes and sneak peeks of your creative process (photos, screenshots, beta/WIP asset renders, mood boards, concept Art, etc.) so we can present them alongside and illustrate your LD48 adventure to our audience :slight_smile:
Here's our e-mail to send all that good stuff to --> TeamChooChoo.GameJams@gmail.com [we will confirm receiving your e-mail(s) upon reception]
The show will be in french but I'm bilingual so you can totally submit in english, we'll take care of the rest :slight_smile:
Have a great day, I hope to hear from you soon - thanks for that great moment I spent testing your little nugget of a game, and see you in the chat on saturday I hope :heart: :smile:
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* Amazing core mechanic. Honestly, I cannot express how impressed I am with it. It is simple yet so versatile and it is used in so many different ways.
* New mechanics each level!! This adds even more to the core drill mechanic. Each level requires you to learn how to face a new challenge, keeping the game constantly challenging.
* Excellent music. Really fits the vibe
* Graphics are simple but consistent and the animations clear and responsive
* Color palette selection is a really nice feature, that allows picking the contrast that fits you
* Excellent level design. I really like how the drill mechanic and the new things that are introduced in each level are combined into very interesting levels!
* Movement feels really nice, especially once you gather momentum. Really well done, it does not end up feeling unfair and it is very responsive, while having cool animations.
The bad
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* Closing the game and reopening it reset all your progress. Since it is not a game you can easily finish very fast (at least not for me) you either have to keep it open or finish it in one go, and that can be quite a lot of time. Having a saved progress that would restart you from the latest level would be great.
Suggestions
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* Having a level select screen would be nice.
* Allowing a bit of airtime movement (i.e. moving left / right while in the air) would also be nice. Although I understand this could be intentional when designing the game, I think it would add to the game without making it easier.
Summary
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An excellent game, I really would not think this is a jam game. I loved it and I would play more if I didnt have to start all over :(
Congrats on the game and keep up the good work!!
The music is pretty decent and the way the music gets a bit muted when you're in the ground is a rather nice touch. All the small animation touches like the ledge balancing and idle animations are really neat, but the last frame of the jump animation looks bit weird with the legs in my opinion.

The main game mechanic is a nice twist but too hard to master, especially with the difficulty spike after the first level. Unfortunately I couldn't complete the game after spending a considerable amount of time of trying.
I would've prefered to have had full control over the character whilst drilling rather than have it directly plummet you into a death pit at the bottom of the screen.
The main mechanic was really well developed, i only had a minor issue that when you are transitioning from a platform to platform it was difficult to get the timing right since the same key "burrows" i think there should be a little more leeway while transitioning and the burrowing starts, overall it was awesome, great job!
one of the best game Ive tried so far! congrats
The theme is very unique and the core mechanic is very innovative. I could bet money that you guys are going to win at least a trophy in innovation.
The art is amazing, very well polished! All these animations, oh so juicy!!!
The music awesome, the level design is extremely fun and interesting.
I loved everything about this game, absolute 5/5.
I played the v1.0, can't even imagine how good it is the post-jam version. This game is already steam ready. When you launch it, give me a key please xD

Loved it, although after spending a solid 30minutes, and hundreds of deaths I am unable to proceed any further without starting to hate the game XD. It has been many years since I last played an unforgiving 2D game such as this, they used to be my style when I was a youngster, but now I cannot find the same joy in losing time >.<.
Loved the game though, good work!
I completed it, although it felt a bit too hardcore for me. Maybe it's the lack of control while in air or the speed of drilling is too high. I understand this could be intentional and the palyer can get used to it, but maybe this would make the game less frustrating at times.
Overall - very polished game. The core mechanics, leveldesign art, music - everything works perfectly together. Good job.
I was not expecting that ending. I thought at first, "Oh, a boss fight?" 😅
P.S. Оказывается, у скелетов бывает весьма внушительная грудь.
- The little fires are small and hard to spot (and black-n-white) that they felt like a cheap death. The mines were awesome and fair because they were clearly visible.
- The idea of having no momentum change in air is cool and no-doubt part of the core game design. Even a super small left/right control response would make it feel better (to me). As I mentioned, the feeling of being "out of control" was slightly off-putting.
- Going out the top of the ground in to the bottom of ground above you felt a bit awkward, but wasn't terrible. Automating that process would've been smoother.
- Zooming the camera out a bit would've made path planning easier. Right now, the only way to "go fast and play smoothly" would be to memorize the route. My desire to find a platforming flow was inhibited by not seeing what was ahead; especially since I couldn't change my momentum after shooting out of the ground!
All that said, this is a strong piece of work. Congratulations on it!
Having the size and palette options are pretty sweet too.
I did have some troubles in the 2nd level, but I honestly didn't play it too much, or wasn't trying very hard. But I only really knew where to try next, from my last death. As I really couldn't see which order of rocks to dig/jump through to get to the end. @the-neon-shark explained how to improve that a bit better. Maybe a preview cutscene that scrolls through the map fairly quick whenever you start the level, or die (and can be skipped) would help, without having to zoom the camera out.
Such a unique idea when I saw it I wanted to try it out right away! Controls take a little to get used to but I'm sure you'll tweak and improve it. Really great job all of you, looks, feels, and sounds amazing! :smile:
Great job!
also the zombie is very cute, very important part
- The levels were sometimes too large and required "leaps of faith", where you didn't know what was beyond the edge of the screen. A map or some kind of look-around button would've helped here.
- Having 0 direction influence in the air was also very punishing in some places (specially in combination with the springs). I understand it's part of the challenge, but just adding a little bit of directionality can reduce the exasperating parts by a lot
- Some levels felt a bit too long without checkpoints, specially the second level of the first day, since the difficulty curve there was pretty big.
Other than that, I found the drilling + going down with the same button a bit weird when you had to enter a dirt block from below, since it felt like you had to "slow down" to enter it. This is a hard design problem though, one you're bound to deal with when trying an experimental mechanic like that. It was really well made otherwise.

Improved my time and death count by almost a threefold on my second run:

This game is really a standout for me at this Game Jam so far. Excellent work on everything. Congratz!
Thank you for sharing your work! :)
Simply excellent, one of the winners for me. Congrats!
I would've loved to reply and comment to pretty much all of the comments in here, but unfortunately right after the games jam ended, life moved on again! Busy times while also recovering from the intense weekend AND testing other LD games left me with little to no energy to actually reply. I did read literally every single comment and I appreciate all the input we've been getting; I'm going to take the feedback we've received through this channel to see what we can do to do even better in a potential full game.
Thank you all for your time and most of all; thanks for playing!

@kaminos Thank you for the amazing comment! First of all, I'm really glad that you enjoyed our game this much. But on top of that, I'm so grateful for comments like these as they are straight up encouragement and motivation for our team to see where this could go. Thank you so much!
EDIT: I totally didn't notice the nickname there, whoops! I just realized we've met in Twitch chats multiple times! Now, realizing you've worked on Crust (a game that our team absolutely loved, and I believe might have been the first game one of our teammembers actually shared on our discord for others to play) I'm even more flattered by this comment :smile:
Oh and by the way, for the two of you- and basically anyone else who is interested; we've now got a community discord (we're still working on building it up but we'll get there!) You're free to join by clicking [here](https://discord.gg/hfWDz7rzUT). We're hosting our speedrunning competition there, but it's also the easiest way to stay involved with updates and possible announcements!
Played the Jam version. A few of the levels could be polished up just a tad bit -- the 3rd to last level, for example has an obnoxious death pit on the far right which doesn't really serve a good functional purpose other than to be a "gotcha!". Other than that, the variety on display with the levels was quite enjoyable. The last level with all the keys was more of a formality than anything, so that was perhaps a bit anticlimactic, but also sort of a relief after the previous ones. I'd encourage you to build smaller levels whenever possible as they will let you express your design more concisely while providing more frequent checkpoints and reducing player frustration/tedium. Of course, that's easier said than done ;)
Great job all!
The platforming feels great and I love all the little details like the various palettes.
All the mechanics introduced helped keep things fun and interesting and the level design made clever use of them. I also appreciate the different color options (add purple theme pls :D)
Time well spent on a awesome game

I love how your game also has a dedicated speedrun community. Was this intentional or did the game just happen to lend itself to it naturally? We were surprised to see the speedrun potential of ours and would love to learn more about how to nurture and grow the community.
One small thing: I'm not sure of this is a bug or if it was intentional, but if you try to walk through an area that is shorter than you, it will automatically turn you into the drill. (This happens in the spot on level 2 shown below)

(I didn't know you could maintain-drill phase upwards on right timing..)
I'm sure Celeste-tials would enjoy this platforming gem!
Love the addition of Color Palettes!
Suggestions:
1. for Speed-Running to have option to skip cinematics.. [Or Skip to Start Timer when enabled]
2. Would be nice for the character to allow ability to jump [may add time-penalty for jumps; to encourage drill-strats]
3. More color palettes!
4. Semi-Procedural Level of those terrain-patterns, hazards, etc.. (and for Speed-run sake to allow users to playlist/trial a set of 'seeds')
Looking forward seeing further progress on this game!
I had a very hard time getting used to a lack of air control and the controls overall took me a very long time to get used to. I think other people wont have issues, but I did.
Kind of a nit pick too; I wish the music was on all the time. It fading out when you go underground wasn't my favorite
This feedback is for the non-post-jam version, so I would have liked to have arrow keys controls, if not a ways to reconfigure them.
The flow in the gameplay feels amazing! I really like how you introduce more elements with short tutorial levels as you go deeper. The art style is very lovely as well.
It took me more time and deaths than I'd like to admit, but I'm glad I made it through to the end.
I love the details! Look at girl staying one leg on the edge. Look how she is running after landing on high speed. It is awesome. I believe it is my favorite entry.
The controls and platforming were way more polished than I expected, so much so that a few of my early deaths were for overcorrecting where I expected to run into unresponsive controls or didn't expect momentum to carry over cleanly. It's a tough game, and I haven't reached the end yet, but I'll accept the blame for that. It felt well paced, even if I couldn't keep up.
What really sells this game for me is the presentation. The single color with palette options was a neat choice, the art and animations are stellar, and the music is perfect (especially with the changes underground).
Unfortunately, I really don't have much criticism or feedback for this one. It just kind of felt complete in execution to me, and I really don't know what I could possibly change about it. All in all, awesome work on this entry!