Igbi Goes Deep by Jared Saizdelamora
Igbi Goes Deep - A game by Jared Saizdelamora
Created for Ludum Dare 57 - "Depths"
Pilot our titular hero Igbi as he explores the depths of his world, finding valuable resources and unlocking new items and abilities that allow further progression.
Controls -
-Run with A&D
-In water and on ladders, use W&D to rise and fall
-Jump with space
-Select items in inventory with 1-9 (there is a slight highlight to show the currently selected item)
-Press Q to drop selected item in inventory
-All items can be picked up with E. Special items are activated with R.
-Make sure to highlight an item in your inventory before you approach the Item Purchaser in the starting area.
-Harvest resource nodes with E. Once harvested, there is a cooldown shown. Be aware, some nodes don't always drop resources, it's a random probability.
QUICK NOTE Please only judged based on the 1.0 version. The 1.1 version has a bunch of fixes and changes since I had time today to go in and fix them (and stop thinking about them neurotically), and so it wouldn't be appropriate to judge for Compo with all that. That said, if you like the original, 1.1 is fully playable from beginning to end, with a bunch of QoL changes. You can find it over on Itch.io. Thanks.
Tools used: Unity - Game Engine GIMP - Graphic design Mixcraft/Audacity - Audio My garbage off brand android phone - Photography
Source code and soundtrack available on Itch.io - see links below
As is tradition, I've removed the HTML5 version from this site, as Unity HTML5 builds just never seem to work. No worries, if you want to play in the browser just head over to the Itch.io page.
GUIDE spoilers ahead
I'm putting a general guide here to help in case anyone gets stuck.
The game starts in the Hub area. While there are some vendors selling inventory and health upgrade, it's best to ignore them, and continue heading to the right. In the city biome, you'll see a downwards pipe that is blocked, with the message "Too dark, need a lantern". Keep heading to the right, and you'll end up in the pond; holding W and D at the top of the water will let you swim over to the lantern salesmen, who will sell you the lantern for $100. Once you pick up the lantern with E, instead of going to your inventory it will remove the obstacle blocking the way down to the sewer.
Head down the ladder to the sewer, and take the first left pipe. There are some tier 2 resource nodes (garbage bags), and at the back Is the snorkle salesman. Nodes in the sewer give $25 as opposed to $5 from the surface, so load your pockets and go back to the hub to sell. As long as you have an item in your inventory selected, hitting E in front of the Item Buyer in the hub will sell that item (even if the text above his head doesn't update). It takes 4 runs to the sewer to get enough to buy the snorkle, which will allow you to swim indefinitely, and more importantly get to the next biome. It's probably a good idea to buy the heart and inventory upgrades from the hub area before you proceed.
Next, head to the bottom of the sewer, and make your way left. Head down the water pipe, and keep left. The correct path will take you to the Mushroom biome, though there are some good items in the pipes area. In the Mushroom biome, you can find some tier III resources that sell for 125, and in the bottom left corner you'll find the jumpshroom, enabling double jump and removing fall damage. Additionally, if you follow the mushroom platforms up, you can unlock the ladder that leads to the hub; just hit E on the key underneath the hub, and the way will open.
Now that you have the snorkle and jumpshroom, head back to the sewers and take the bottom right path. Now that you can double jump, you can enter the next area, the Crystal Caves biome. Be wary of bats, and the white gravity inversion pads. At the bottom right of the caves, heading through the tunnel below the water will bring you out back to the pond, allowing quicker traversal back to the mine. In this area, look for the Merchant selling gravity inversion orbs. You can purchase one (or more), and for 30 seconds you can invert gravity anywhere on the map. There are tons of secrets hidden this way, including the last biome, the Void. Use an orb while standing in the city or pond to fly into the sky. Void resources are worth over 1k, but they'll likely drop back to ground and need to be found.
If you get to the secret room all the way to the left of the void, congratulations you've won!
Things I would have added: -A more robust and fulfilling end state -Merchants can sell any kind of item, and can request another item instead of money, allowing for a sort of trade chain quest -Offensive items -Make the inventory system a bit more intuitive, or show the numbers on them -Make doorways to new biomes more clear -Teleporters -More Buyers over the map -New/ more biomes -New items -Save feature (the beginnings of one are there using playerprefs, but I didn't have enough time to implement it so it got gutted -Collide 2 objects to get a new object (technically in code, but never implemented) -NPCs and a stronger storyline (again, functionality is there but didn't have time) -Mobile controls (hooks are there, but I never added the buttons)
| Link | https://j2softworks.itch.io/igbi-goes-deep |
| Link | https://j2softworks.itch.io/igbi-goes-deep |
| Original URL | https://ldjam.com/events/ludum-dare/57/igbi-goes-deep |
Ratings
| Overall | 278th | 2.813⭐ | 26🧑⚖️ |
| Fun | 292th | 2.396⭐ | 26🧑⚖️ |
| Innovation | 219th | 2.938⭐ | 26🧑⚖️ |
| Theme | 242th | 3⭐ | 25🧑⚖️ |
| Graphics | 164th | 3.354⭐ | 26🧑⚖️ |
| Audio | 83th | 3.563⭐ | 26🧑⚖️ |
| Humor | 157th | 2.652⭐ | 25🧑⚖️ |
| Mood | 152th | 3.375⭐ | 26🧑⚖️ |
| Given | 20🗳️ | 26🗨️ |
- The music is great
- I like the varied environments
- Sometimes text was hard to read or facing away from the camera
- Permadeath in this kind of game is pretty brutal
- There was a lot of backtracking
I had some similar issues as @benskca though, specifically regarding permadeath and the inventory slots in the web build of the game + font was pretty hard to read. I was also stuck in the hub for a few minutes before realizing I could just continue going right. I really dig the project as a whole, super impressive to get this done within 48h :clap:
:fire:. Though, it took me some time to figure out what was going on or what my goal was. First of all, it wasn't clear in the hub area to continue going to the right. Also, the UI didn't scale correctly with the screen size and wasn't very uniformly placed. One other thing about the UI, after I clicked on the inventory buttons and would press A or D, it automatically used my keyboard's input to select buttons to the left or right, eventually selecting the exit button, quitting the game for me when I pressed the spacebar to jump :(. (to fix this, disable the Navigation on your buttons (I also noticed that the hearts were selectable)). Last thing about the ui is that when the text overlapped, it was pretty unreadable, and the inventory could use some clarity. One of the reasons I didn't end up playing to the end was the distance that I had to travel just to sell my items at the shop. However, I think that the shop adds a lot to the game for sure. My favorite part was when the environment and music changed with each different area, that was really cool. Overall, there's a lot that can be improved upon here, but I think that with a few minor tweaks, the user experience and clarity would be much improved. Great job!

Eventually I wiggled out of it, but yeah, maybe this is something you fixed in the 1.1 version!

Aw, and on a later run, here:

This game has some cute stuff that I like, like the resource grinding and gambling (sometimes resources give you nothing, sometimes up to 3 things!!). I also like making so many piles of resources appear. Unfortunately, the grindiness doesn't pair well with the bugs where you can get stuck in stuff...
You made a lot of music for this. I especially like the "pipe area" and mushroom biome music. I wonder at what point in the competition you did this... I did my music on the last day and I was so exhausted that I found it really hard to get into it!
I really like the 2d character in a pseudo-voxel world with cast shadows. Makes me want to try to make a 2.5D game :-)
The font is rather illegible, but I find this charming. Also the weird inventory system is humorously very punishing: If you buy an upgrade, then store it with E, then drop it with Q, you can't seem to activate its effect with R. Kinda great, although I imagine it is a bug.
I also liked that your game was complex enough that you felt it required a guide. It reminded me of old school games. I referred to it while playing.
All in all: Nice job, I wish it were less buggy or had a button to get unstuck, though!
That said, the music is great and I like the 3D. I think your concept is unique so I'm going to give you good points in innovation. You did some cool stuff, good job :clap:
time to work on the game itself: well done. The game itself was very ambitious, but quite
buggy for me, unfortunately. Here are just the issues I noticed:
- the "you don't have anything selected to sell" prompt doesn't change when I select an item to
sell, only when I walk away from the booth and back
- All of the UI on the right of the screen is totally cut off in the web build
- I can take fall damage from very short drops, but often it will only make the noise, not
actually deal any damage
- The player sticks to the walls when colliding with them, which makes some of the jumps
more tricky than they ought to be
- In the mushroom area I got stuck inside one of the large mushrooms and had to restart
- Many of the onscreen text prompts overlap one another, making them impossible to read
- I can't exit the surface of the water without swimming down and acquiring upwards momentum first
- Some items become non-interactive after dropping them on the ground in certain areas
- Items sometimes collide with the player and sometimes don't. I don't know exactly what causes that but
it could be they're moving in the Z axis slightly?
Other non-bug issues:
- The font is very difficult to read
- Some of the "sprites" are actually cubes with textures on all 6 sides, which
looks weird with transparency
- Having the whole game reset when I die is incredibly frustrating, especially in
light of the fact that some of the ways to die are very surprising
- Having to walk all the way back to the "seller" booth to get money for items is very tedious,
especially given that the first part of the game is spent just doing that and I have to
re-do it all over again after every death.
Once I got to the mushroom area, I didn't know what to do. I checked the guide and it says there's supposed
to be a "double-jump" mushroom, but I wasn't able to find it. There are mushroom items,
but pressing R while standing in front of them consumed them and did nothing.