Diminishing Lands by drazil100

Diminishing Lands
You are the final caretaker of the Diminishing Lands, a series of small bubble worlds that are slowly decaying away. Descend into them and rescue the treasures inside before they crumble away forever!
Controls
- Move: Arrow Keys
- Jump: Z
- Pause: Escape
Credits
Programming: Adam Higerd and Austin Allman
Sound effects and design: Adam Higerd
Character sprite base: Classic Hero by GrafxKid
Coin sprite: Simple rotating coin by sacio
Terrain tile set: Generic Platformer Tileset (16x16) by etqws3
Background music: Underclocked by Eric Skiff, licensed under CC-BY
License
Copyright (c) 2017 Adam Higerd and Austin Allman
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Ratings
| Overall | 316th | 3.469⭐ | 51🧑⚖️ |
| Fun | 179th | 3.551⭐ | 51🧑⚖️ |
| Innovation | 294th | 3.286⭐ | 51🧑⚖️ |
| Theme | 570th | 3.02⭐ | 51🧑⚖️ |
| Humor | 572th | 2.07⭐ | 45🧑⚖️ |
| Mood | 565th | 2.891⭐ | 48🧑⚖️ |
| Given | 55🗳️ | 138🗨️ |
The movement and wall jumping is also very smooth and I enjoyed the game heaps thanks~
Great job!
Really great entry. I just spent half an hour playing the game. This is a nice example of how gameplay alone without much icing can still be captivating.
Oh and the music was wonderful too, it really fit the mood :)
When it comes to collecting coins they provide a good incentive to go out of your way and plan risky jumps, coins on the lower levels are much riskier to get, and can become nigh impossible when platforms are scarce, so it's natural to do a sweep bottom to top, this I feel is a negative, as it goes against what I feel are the coolest moments which comes from improvising.
On that same note I feel that there should be a few extra coins over the level requirement so you can focus more on freeform movement and not so much on sweeping the whole level, either that or switching to a more arcade-y sytem.
Overall I think you hit a really cool mechanic, and executed it very well, game is super readable, physics feel tight, hit no bugs and mechanics are readily apparent.
My other niggle with the game - I assume the transparent blocks show you what is coming next - but for me, they appear too early. Perhaps a delay before showing "what's next" - I found I was jumping to a location only to discover that those blocks were coming on the NEXT step.
Despite these minor criticisms, the graphics, sound and music are all very good and I will be rating this one highly. Nice work!
Sometimes the spawns felt a bit unfair, as I had no time to move to a safe area after dying. Other than that I found no bigger problems with the game.
Well done!
I also (like people above) noticed the blocks from the second-to-next 'quake' showing up, instead of just the next. Maybe it's as intended, but I think it would afford more strategic thinking if they could have different graphics. (Perhaps just even more alpha / background-blend?)
Do you intend to further develop it down the line? The world changing mechanic is quite unique, and with some tweaks (see @richard-michael-smith's comment), you could base a really cool game on it.
The design is really good too.
Cool game :)
I had one small issue, that after collecting enough coins and whooshing up, I sometimes spawned inside a block, blacked out and lost a live I think. Another small issue is that the blocks sometimes cover the coins.
Overall a good game! Controls are tight enough too. Great job!
Really nice work. I love the music and the complexity of the game stemming from simple rules. Good choice of aesthetics, graphics, sound, etc. too. I think it all comes together in a really impressive way.
It's got a neat soundtrack and the controls are well done in my opinion.
There's a little bit of a balance issue, if most of your coins are spawning on the bottom end of the level.
However I had a good time playing a couple of rounds, although I haven't made it past level 3.
I think this would do well with a webbuild. :D
cheers~
Anyway, I though it was a nice little fun game to play. Cheers!
Another thing that could have been explored more is the **exploration element** of the game. **Visual differences (even palette swaps) between levels** could have been good, in addition to some **more background elements**, to add depth to the world. They could seem to be far in the background to avoid clashing with the visual indicators of where blocks would be placed on the next change.
**Depth could also be added, making the background and style of the blocks change as you get deeper into the world.** Lava or another hazard at the bottom would also aid this feeling of descending to the interior of a world.
The music is good, and fits very well. **A change in music each level** would have been good, though, to make the feeling of progression greater.
I think that the transition between world states could have been more powerful. The entire world is shifting. More **screenshake, particles, deeper and more complex sounds, stuff like that, could really sell the feeling of this being a world "crumbling away"** as you say. It could grow more and more intense as the game went on.
Of course, a lot of these changes would be better suited for a larger time working on the game, so **a post jam version with improved game feel and aesthetics, and maybe some more content would be great.**
**This is a game I see myself going back to!**
### Good work!
I'm concerned about the fact that it's difficult to predict where the platforms will appear next. Sure, the faded out platforms is supposed to inform that, but the platforms we're on top of isn't colored differently, so I have no idea if a platform will disappear below my character's feet or not. The wall jumping controls were a bit fickle as well, not always jumping vertically upwards as much as expected. Also, the platforms appearing on top of coins are a bit rude.
Nevertheless, quite an impressive game! Good job :)
I appreciate your support and hope you all do well in the judging phase!
See ya' !
I liked the movement, maybe it was a bit too slow for my taste, but the platforming was nicely implemented overall. Walljump being so limited is maybe not feeling good, but I can see why it's a necessity.
The autotiling and tile shifts were really cool, the way it progressively changes is very satisfying to see.
Overall the game was good but it became boring pretty quickly. Maybe if the movement was fast-paced it would alleviate from the problem.
Classic art, music and SFX.
Simple concept that plays out very nicely.
Intuitive controls and gameplay.
Also, its fun!
The player controls so well. It feels very fluid jumping from platform to platform. About half way through my playthrough I was wondering why it was called Diminishing Lands. I figured it out by the end.
Unlike other LD games, this one has a ton of replayability. The difficulty curve is nice, and the game requires skill, which makes your score ever more important (My highscore is 7800 as of now).
It's hard for me to really come up with things I don't like about this. I'm a bit biased because I have a huge thing for retro themed games, but even then, there's not any glaring issues (ignoring not having a menu, that kind of thing isint important to me for a gamejam).
I'm going to keep this one on my PC for a bit. Good work!!
The game is solid, but I had an issue where the character wants to run randomly in a direction and it was very difficult for me to play as was. I don't know if this was a bug or not, but it really hurt my experience.
Check out our game if you like: https://ldjam.com/events/ludum-dare/38/42-mikronikus
Retro music fits very well. Perhaps I felt that the next "platform wave" is confusing because not all the transparent platforms become a solid platform (and if it is not, I felt like that xD)
Good job!
I am terrible at platformers, so I can't really comment on anything beyond the first two or so minutes of gameplay. If there are extra levels, I never reached them :P
Another gamebreaking bug cropped up where I wasn't able to jump without the pause menu popping up.