Endless Depth by Dywanix
Endless Depth is a game where you must, as a diver, descend as deep as possible into the ocean while avoiding monsters and other dangers. How deep can you go?
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Graphic and Design
Piotr Adamczewski - @dywanix2 (X)
Programming and Design
Marcin Białek
| Itchio Web | https://fiyingfrog.itch.io/endless-depth |
| Original URL | https://ldjam.com/events/ludum-dare/57/endless-depth |
Ratings
| Overall | 570th | 3.367⭐ | 81🧑⚖️ |
| Fun | 455th | 3.367⭐ | 81🧑⚖️ |
| Innovation | 704th | 2.804⭐ | 81🧑⚖️ |
| Theme | 476th | 3.633⭐ | 81🧑⚖️ |
| Graphics | 516th | 3.494⭐ | 81🧑⚖️ |
| Humor | 649th | 2.127⭐ | 69🧑⚖️ |
| Mood | 606th | 3.296⭐ | 78🧑⚖️ |
| Given | 82🗳️ | 156🗨️ |
One thing that could help the game feel is to reduce the cooldown between each movement, so that it's closer to the speed of the player's natural button pressing (if that makes sense?). It felt like I died a few times because I pressed it too early and got punished for it, which is fine but it can be a little bit frustrating to be slowed down like that
Neat game otherwise!
Great pixel art too! The main character has a nice swagger :) And the simple black and white aesthetic was effective, only note is that the red color is cool is quite dark so it's hard to when the sea urchins are active or not.
Great effort!
I made it to 80 after around 15 attempts
The feedback for getting hit by a flame for example didn't feel impactful. A little animation with a sound would improve it.
I liked that you shuffled the map sections after deaths, so it wasn't repetativ.
The sections were nicely designed. I had fun playing this game. :)
It happened to me a couple of times that I was pressing the move button faster than the diver movements, and made me missclick moving to the side and ending up losing in a silly yet frustrating way. Just because the diver didn't move on my last button press. It's hard to explain.
I just wished the diver movement didn't have that delay, since you are in a rush, it can be a little frustrating.
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So I was enjoying playing this game fast. I personally feel like the level design + the movement draws you towards that. Once you get familiar with each level section, it makes you want to almost do it automatically, with muscle memory and flow. Of course, this is not the actual goal of the game, which instead is to collect coins, encouraging a more methodical way of proceeding.
However, the mechanic of instant death when you hit a wall totally limits that. I don't think that's a bad thing objectively. But to someone playing patient/methodical, it's rarely a hazard. Whereas if you speed up a bit you will die frequently. It feels like it just slows you down for no reason.
This wouldn't apply if you had only some of the sections with this hazard, and some without. When you have moments of "this is instant death, not a wall", it enhances that sense of danger, and gets the player to lock in regardless of experience. I think it'd be an enhancement for both types of players.
Again, with the goal of the game, it's clear the intention is not to support this fast/reckless way of playing. But as someone who enjoys those kind of games, I think so much about this game makes that quite enjoyable.
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I liked the graphics and all, game looks great, super stylish. I love how all the enemies look, the terrain in particular I think is cool too. Well done on making a game feel like deep ocean without the color blue! No complaints there I think it's awesome
The music I think is wonderful. Love that bass that comes in, and the synth + drums reminds me of my favorite water level songs. All very excellent there, super watery song, very enjoyable.
For the sound fx, I wish there were just two more sounds, coin pickup and death. Coin pickup especially. It's what the game is all about! Crucial bit of feedback there. Slightly less important for death but still noticeably missing. Honestly, I might argue it'd be better to use the "move" sound effect for coin pickups instead. But the sound as it is does definitely give good feedback to the player.
Overall well done, this was such a fun game to play, and I was super impressed by the effective level design and dynamic gameplay. Very well put together artistically, which alone supports the Depths theme. Great work to the both of you!
The spiky things were my worst enemies. Maybe if the music had beats in sync with them, it would help people like me haha
My main frustration was that your character has instant tile based movement, but not the enemies. So, I would often die by hitting the enemies' back (because I didn't wait long enough for them to completely leave their tile while following them).
Good game! I like the that it's fast and everytime new.
hedgehog fish, cuz they aren't really visually readable. And, it is little detail, but very annoying - please, add repeat button input on keyboard's keys.
Simple and challenging. I had some problems with the hitboxes, but with practice I managed to improve.
Congratulations!