Fossoyeur by Anaconda Games

About the game :
Embark on a daring grave digger adventure in a haunted cemetery! Your mission: collect as many bones as possible to fill your chest and score points. But beware, skeletons are lurking and patrolling! Use stealth and ingenuity to avoid their gaze and retrieve the precious remains. Each bone collected is one more point, but an encounter with the skeletons means the end of your collection. Will you be the most skillful and wealthiest grave digger in the cemetery?
Controls :
Gravedigger introduces a fresh take on keyboard controls. Players command their character using the first three rows of the keyboard and the first five letters of each row — QWERT, ASDFG, and ZXCVB.
Each key press predicts and queues up a movement. Timing is crucial: every action starts a short countdown, and if it expires before your next input, you’ll have to wait for your previous movement sequence to finish before issuing new commands.
| Link | https://anaconda-games.itch.io/fossoyeur |
| Original URL | https://ldjam.com/events/ludum-dare/58/fossoyeur |
Ratings
| Overall | 122th | 3.921⭐ | 21🧑⚖️ |
| Fun | 98th | 3.868⭐ | 21🧑⚖️ |
| Innovation | 16th | 4.211⭐ | 21🧑⚖️ |
| Theme | 438th | 3.605⭐ | 21🧑⚖️ |
| Humor | 336th | 3.139⭐ | 20🧑⚖️ |
| Mood | 228th | 3.8⭐ | 22🧑⚖️ |
| Given | 61🗳️ | 6🗨️ |
PS:if press too fast my character stucks. looks like a little bug.
and appreciate if you can review back
Here is my score :sunglasses:

I think I would've liked if the character moved a lot faster, allowing for the difficulty to ramp up wayy more. Making it so the player needs to type extremely fast in order to beat harder levels or maybe certain bosses?
I feel like this could really be expanded on in a way that you could turn it into an actual full release.
Really cool guys, awesome entry!

Technically, everything is top-notch. Nice music and graphics, funny voice. Why so few ratings? Hey, people! This is a 10/10!!!!

Also, I was confused as to why running into skeletons made *them* collapse until I noticed the health gauge in the corner. Taking damage really ought to give more feedback - an explosion, a scream, a screen shake, anything.
The movement bug you ran into is one we are aware of. We noticed it right after the deadline, but since Ludum Dare is over, we will leave the version as it is. We kind of messed up there and we will just own it.
About the damage feedback, there is actually supposed to be a scream sound and a small animation on the health bar, but some of the audio does not always trigger properly and the health effect ended up being too subtle. Definitely something we will improve if we make a post jam version.
Thanks again for playing and taking the time to write such thoughtful feedback. It really means a lot.
We are super happy you enjoyed the idea, the typing mechanic, and the overall vibe. The game was actually meant to be much faster and harder at first, but we have a habit of making our jam games too difficult, so this time we tried to tone it down a bit.
It is awesome to hear it brought back some nostalgia and that you had fun chasing high scores. Thanks again for the support and encouragement.
Maybe if you started your game with smaller mesh, or maybe if game had options to show next button to each direction then for some gold fishy like me it would be nice!
But still decent job!
But maybe adding a demonstration with some "penalty points" would be better. I hardly paid any attention to the health bar in the bottom left corner until I noticed it near the end.
I'm very curious about how these *Score* are synchronized. I can actually get the current highest score from the locally downloaded package, which is great!