Deep Down 2 by Nyunesu

Go deeper and deeper in Deep Down 2, a platformer where you play as the cutest ooze in the challenging environment of a ever so deep sewer!
But hold on, a sequel? In a game jam?!
Yes! In the first Deep Down we were already building on this theme and weirdly enough managed to write "Go deeper and deeper" on the very first line of our description! Cosmic intervention apart, we felt that the extra meta layer of the theme was too good an opportunity to pass and so we started working on Deep Down 2!
You can check the first game here: https://ldjam.com/events/ludum-dare/42/deep-down (2018 :>)
And listen to the game's track here: https://brodux.bandcamp.com/track/deep-down
KNOWN ISSUES 🚨
``` There's a bug where the leaderboard only displays the result of your previous run. In your first run you'll get 00:00.
Also it's upside down, so if you're in the last position you're the fastest! ```
Controls:
-R to respawn at the last checkpoint
-WASD / Arrow keys for everything else
| Link | https://nyunesu.itch.io/deep-down-2 |
| Link | https://nyunesu.itch.io/deep-down-2 |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-down-2 |
Ratings
| Overall | 31th | 4.313⭐ | 34🧑⚖️ |
| Fun | 11th | 4.453⭐ | 34🧑⚖️ |
| Innovation | 325th | 3.766⭐ | 34🧑⚖️ |
| Theme | 1061th | 3.531⭐ | 34🧑⚖️ |
| Graphics | 184th | 4.344⭐ | 34🧑⚖️ |
| Audio | 272th | 3.887⭐ | 33🧑⚖️ |
| Given | 1🗳️ | 1🗨️ |
I'm not sure if the leaderboard at the end is working, or if I just don't understand what it is displaying, aside from that I had a great time with this. Great work!
Let's try hard to have a great score \o/
Maybe a visible timer could be a good feature
only thing that could be improved was additional sound effects and animation/intuition for the powerups (big slime and that brown block)
I would love to see more movement tech options so I could go real fast (brain likes going brrr). Although the level does a good job of introducing each mechanic and explaining what it does, I felt that the form and function wasn't obvious from the "look" of the mechanic. I thought the big slime power-up was fun, unexpected, yet thematic, but I thought the rock & glass interaction wasn't really obvious on first glance.

It anything this game could be a bit longer (but only if the general sense of level polish stays the same).