Running through the underworld! by sadzanenyama
This is my first Ludem Dare submission and I have learned so much from it! It was a lot of fun to make. Feedback is very much appreciated.

Post jam is now released, check out ZIP file underneath installer!
Ratings
| Overall | 748th | 3.144⭐ | 61🧑⚖️ |
| Fun | 644th | 3.103⭐ | 60🧑⚖️ |
| Innovation | 943th | 2.578⭐ | 60🧑⚖️ |
| Theme | 968th | 2.491⭐ | 59🧑⚖️ |
| Graphics | 901th | 2.526⭐ | 60🧑⚖️ |
| Humor | 617th | 2.652⭐ | 58🧑⚖️ |
| Mood | 729th | 3.036⭐ | 57🧑⚖️ |
| Given | 59🗳️ | 77🗨️ |
I really liked the devil's voice over (Only the intro part feels a bit slow)
I would like to tell you my vision about some design problems i found.
Limiting the platform rifle only to a fixed amount of ammo (Not something like "You can only shoot 2 platforms untill you touch the ground again) allows me to jump high through the level without even worrying about the enemys.
If you run (Right or Left) in the side of a platform you wont slide, making it much easier not to fall.
Some colision boxes, like when you complete the first level and lets you choose about money or automatic rifle, can be obtained just by jumping because that box goes over the blocking white walls. So i can save my money and still get the rifle.
Appart from that, little bugs are always there in every game we summited to LDJAM.
Nice work, you are brave by doing a game all by yourself, and i see a good result in this "First Try on LD"
Keep it up
That being said, movement felt sluggish, something you could possibly fix by increasing fall speed or giving the player a grappling hook or a slam move to let them reach ground faster.
Most Enemies were essentially one-hit kills, and to be honest, I liked that. It puts emphasis on positioning and reaction speed to prevent death. My personal tastes aside, since you have a health BAR implemented, this current setup feels like it could be improved upon. I suggest you either decrease the damage taken from enemies, look into giving the player invincibility frames to avoid instant death, or replace the health bar with hearts.
The boss fight was alright. There's a tiny gap where you can just hang out above the demon's head and shoot his horns through his shield until he dies though.
By the way I lost my extra guns when i died in the boss fight, not sure if it was intentional or just a bug. maybe look into that.
Thanks for your game. Hopefully I'll get to see more of you in later jams!
The Chasing wall a bit easy on the tempo and the flying gun downright imba. Once you found out around where the ammo for that was located you could skip most parts of most levels.
Still overall a balance that works out since I had to reset to checkpoint a couple of time.
One thign that seemed a bit wonky was how much dmg foes did to me. Do you dmg in "OncollisionStay"? because if you jsut brushed a foe it wasnt much at all but if you jumped on them (you can actually jump right off without getting dmgd, I assume due to the length of the groundecheck raycast?) then you die right away.
@mitch-cutler The game definitely had some balancing issues, sadly I didn't have time to get any of my friends to playtest the game before I released it.
@steel-dev I had the exact same feeling about the installer but I it was the only way I could remember how to do it and I was fighting against the submission deadline. By the next jam my games should all be downloaded like you suggested.
@radow The enemies are definitely too powerful, I'm going to add a timer that makes the player invisible for a second when they are damaged. The way damage works is through a Boolean. Its set to positive when an enemy enters the trigger around the player and then negative when they leave the trigger. If the Boolean is positive the enemies apply a certain amount of damage each second. You are also 100% correct on the ground check except I used a trigger rather than a ray cast a I wanted the player to be able to jump even if only one corner of the player object collided with the ground. A ray cast only works if the middle of the player collides.
Thank you all so much for the feedback! It helps to make the game 10000 times better
I'm a bit surprised that enemies kill you imidiatly when you properly land on them with the system you described.
Nice game, i liked that little detail that the bullet cases remain on the floor
well done
I have some small remarks to the game, but they don't have a big influence to the impression from the game:
it's not obvious, how many shots you should make to kill the enemy, you should change weapon to take ammunition for it, fire doesn't kill you, collisions with blocks on sides are strange, the sucrifise theme hasn't logic realisation
But the music and sounds of the game, this dark voice :D controls and idea with blocks creating blocks weapon is very wonderful :)
I had a lot of fun playing it!
Anyway, you can watch me play a bit here: https://www.youtube.com/watch?v=1YWwvCkHNwA
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346059114?t=15m05s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin