Foothold by Vinay Rao

Help Sleembo satisfy his insatiable desire for points by blowing up your footholds!
HOW TO PLAY
Controls: - W, A, S, D to Move - Left click to Shoot a blob at the mouse cursor - Spacebar to Dash (can go over pits if you run out of reserves)
Scoring:
Points are earned passively over time. Every tile you destroy is added to your reserve pool, and every tile in your reserve pool increases the rate at which you generate points! The more that is broken, the faster you will generate points.
Preserving your 400 tile world:
Firing a blob at a location or enemy will destroy up to 4 tiles in a chain around that location, adding them to your reserve pool.
Any pit you approach will be repaired automatically using a tile from your reserve pool, unless that hole opens up right beneath you. Be careful not to shoot anything too close, or you might take a sudden trip to the abyss! Though trying to walk over a pit with no reserve tiles will achieve the same effect.
The MUNCHARS:
Munchars love to eat reserve tiles. So much so, that they'll show up every 5 seconds to try and eat yours!
Be cautious, as being bitten by the Munchars will eat 10 of your reserve tiles. You can blob them directly, but popping them with a direct hit will destroy 2 tiles from your reserve pool. Lose too many tiles and you may find yourself out of replacement tiles, with a lot less ground to stand on, and with slower or no point gains!
Fortunately the Munchars are none too bright, and will walk right into any pit between you and them. Have them take the plunge to avoid losing any of your reserve tiles.
Beware how much land you sacrifice, as Munchars will be far more likely to surprise you if you don't leave yourself some breathing room! The less space that is around Sleembo, the more likely it is that they will appear near him.
Slow and steady wins the race? Or go for broke with an all or nothing foothold breaking frenzy! You decide!
Built in Unity, Sprites in Piskel, Audio in Audacity
Here is my current best run on this version of the game, after entirely too many playthroughs:

Taken out by a greedy shot to a nearby tile! It was starting to feel pretty crowded with 290 tiles left out of the original 400.
Someday, I'm going to break 1 million points...
Would love to hear your highest scores!
Good luck!
| Windows | https://drive.google.com/file/d/1FUCzt8XdzFEuwD2CxEmT0IALhlf9scw5/view?usp=sharing |
| HTML5 (web) | https://vinay-rao.itch.io/foothold |
| Original URL | https://ldjam.com/events/ludum-dare/43/footfall |
Ratings
| Overall | 348th | 3.136⭐ | 35🧑⚖️ |
| Fun | 254th | 3.258⭐ | 35🧑⚖️ |
| Innovation | 198th | 3.318⭐ | 35🧑⚖️ |
| Theme | 304th | 3.318⭐ | 35🧑⚖️ |
| Graphics | 401th | 2.727⭐ | 35🧑⚖️ |
| Audio | 278th | 2.891⭐ | 34🧑⚖️ |
| Humor | 218th | 2.85⭐ | 32🧑⚖️ |
| Mood | 333th | 2.914⭐ | 31🧑⚖️ |
| Given | 34🗳️ | 28🗨️ |
If you detonate a blob too close to yourself, you might fall into a crumbling tile before your reserves can pick it up.
There is a good chance I'm gonna continue with this one to iron out the display a bit. Too late for this build perhaps to put up a more urgent display for the amount of tile debt, eh? Would be handy to know that on the fly. I've dashed into a lot of pits for not realizing how low on reserves I was.
The scoring is a bit complicated for a quick game, haha. Essentially you want to sacrifice as much ground as possible without taking too many hits, or landing too many direct hits.
In Footfall 2.0 I'll be sure to add a few slide tutorials explaining it properly.
otherwise a nice game - like the idea of the tiles rebuilding in front of you
I'd say an unlucky point blank shot is probably the leading cause of death in most of my playthroughs.
Thanks for the feedback!
You can have negative reserves.
You can fall when you have reserves.
Enemies spawn on top of you, even the very first one.
I like the idea though, interesting!
I keep panicking when the enemies spawn next to me and shoot them and lose :D
Falling when you have reserves due to movement isn't intentional. Blowing an enemy up within 4 tiles of you might make you fall if the tiles destoyed chain back toward you. Perhaps those should be covered by reserve tiles. Worth trying out.
@Quackqack As for the enemies spawning too close, I totally agree. In 2.0 I'm certainly gonna make the spawns more fair. Right now they actually serve a bit of a purpose in keeping the pressure up to break tiles, but it doesn't feel too fun or fair. I think perhaps this is better accomplished by having more fair spawns, and adding some more enemy variety in future iterations.
Thanks for the feedback!
My only real issue with it is the fact that the text on the top left is not easy to read, but that's just a detail!
Awesome job!
Thanks for the feedback!
Thanks!
I also liked that it was understandable enough for me to get the gist of the game without reading any of your tutorial text.
destroying platforms as a way of killing enemies, absolute genius! I liked cheesing it by destroying almost all the platforms and just making the enemies walk into pits XD
i could totally seeing this becoming a full fledged game
my high score:

I feel like with a little time and experimentation, 2.0 is going to shape up well!
My suggestions... consider adding more complex mechanics?
- This is a great take on the theme.
- I had fun with this one. With some polish, I could easily see myself coming back to this. I'll be looking forward to 2.0.
- I love that you can expand the map by walking off the edge. That was a pleasant surprise.
- I know you've already addressed these in the comments, but I'd like to echo the thoughts of others about enemies spawning too close and tiles crumbling right underneath the player. You mentioned fixing the latter by giving the player some time to walk off the tile before they fall. While that could work, I think a better solution for consistency's sake would be immediately repairing the tile after it crumbles. After all, that's what happens when the player walks onto a crumbling tile from a non-crumbling tile. I admit that players could abuse this system by constantly shooting underneath themselves for the points without actually giving up any footholds, but that problem could be fixed by making it so the point counter for a tile doesn't start until the tile has completely crumbled away.
- I thought I saw Munchars repairing tiles a couple of times. I assume that's a bug.
- My high score is 30987 (screenshot below)! I figured out a strategy: Move around the edges of the map in a circle, while quickly shooting as many blobs behind you as you can. This allows you to destroy footholds faster than you repair them, so your reserves are always kept up, even if you run into a Munchar here and there. That said, if it weren't for the instant-fall thing, I'm not sure what could've stopped me from going on forever with that strategy. Perhaps a restriction on fire rate is in order. I feel like that would make it more about the kind of strategic decisions you mention in the description.

I've been playing with a few branch builds of the game. I first focused on producing a better enemy spawner, but that made it painfully obvious that I'd need something a bit more threatening to the player.
I tried the brief delay on dropping the player when the floor is crumbling as well, and while it helped, it didn't feel quite right. In general, I found never destroying the immediate tile on which you are standing feels a lot better. But that made it even more apparent that there needs to be more pressure on the player to keep it interesting.
There are certainly a few dominant strategies, like the one you found, that are too safe to be interesting with less aggressively positioned spawns and self destruction prevention. To that end, I've been messing around with alternative forms of destabilization.
Some things I've been playing with in branch builds:
- Ranged enemy units. Though I'm not quite sold on their spawning rules yet. They certainly do keep you on your toes.
- A faster enemy unit which will avoid walking into pits until they have gotten within a certain distance of the player, where they will start to power up into a short dash (even over small pits) periodically. Right now they wait if they are isolated from the player, but try to get as close as possible.
- A better warning system regarding your reserve tile count.
- Adding tiles to your reserve only after they have fully crumbled. Good suggestion there birdwards! It became especially exploitable after suppressing tile destruction immediately underneath the player.
- A toggle to cycle between building and shooting mode. This was a pretty drastic change to the game flow that I've been toying with. The idea being that you don't rebuild footholds unless you specifically go into a building state at the cost of being able to fire shots. Adding a delay on your ability to transition between the two has been pretty fun. Could still use some work, but it does give some relevance to all the sparse pits one tends to make all over the place. When the pits aren't dangerous to you as you rapid fire to fill your reserves, it just doesn't feel quite right. Swapping between building and shooting as a deliberate decision makes the game feel more engaging. I think I might have to limit the amount of time one spends in the building state, perhaps with some recharge time mechanics in there.
- Creating more varied start conditions to see how they affect the gameplay. The game feels very different under different starting conditions. To keep the gameplay from becoming stale, I would even consider using stage transitions after meeting certain milestones (time survived on the current stage, perhaps?). It would also give a bit of breathing room to introduce ramping difficulty, rather than setting up your favorite dominant position and staying alive as long as possible, would you hop into a portal to go up to a new stage with less total footholds, different enemy spawning rules, or a less convenient map shape for a point multiplier increase? This opens the door to a lot of possibilities. Stages could be persistent, where one can fall form higher stages with big point gains to lower stages.
- Pickups. Currently just point boosters, but I should think I can change them into whatever feels right given the state of the game as I iterate upon it.
Balancing a sense of progressive destabilization of the playing field while keeping it fair is a bit tricky. Often I find that the best way to chase the desired "feel" of a game is to identify what is preventing you from evoking that "feel", be it something that you've made that gets in the way or something that is missing entirely. Splat out a few prototypes that you think might get you closer to that "perfect" version of the game and see what rings the most true.
Speaking of which...
The feedback here has been great in channeling my focus toward areas of improvement, thanks folks! I'll throw out a 2.0 bonus link when I've got juicy new mechanics at play.
My point is, it's a good idea but imo too complicated to make it works well in 48h, and too complicated for players to understand in few minutes. This said, it's still fun and it plays fine, so good job overall.
Not sure why I didn't think to do it earlier, but I should probably add a bit of info about the scoring system in the description. Will do so now.
Thanks for the feedback!
In general, the enemies don't "damage" you. The only way to lose is to fall off the stage. What they do is consume tiles out of your reserve tile pool. Your reserve tile pool multiplies your passive point generation over time for simply surviving, and is also used to replace walkable terrain. Having zero or a negative reserve pool means you won't be racking up any points. It forces you to shoot and sacrifice more tiles to transfer them into your reserve pool. When your reserves are positive it triggers point generation and the ability to passively rebuild tiles near you by spending reserves.
Over time, taking hits is going to reduce the overall number of tiles in the world, since you can't rebuild the world with tiles that the enemies eat out of your reserves. This makes it a lot trickier to avoid being hit. It also makes it a lot more likely that you will accidentally destroy a tile beneath you and end the round instantly, though that aspect is being changed in version 2.0 as it doesn't make for a particularly fun ending to a round. Tiles beneath the player will no longer be destroyed by player shots in version 2.0.
There is a certain balancing act to consider in Ludum Dare game building that I feel more clued into after this, my first, experience. While I think I got pretty close in this rapid prototype to achieving the feeling of the game that I wanted to make, it came at the cost of being too complicated to explain in a short period of time without a hands on tutorial. That's something I should probably take into consideration when the target audience is not going to be spending much more than a few minutes playing the game. A few 'first play' micropauses to highlight the results of actions like destroying tiles, hitting enemies directly, being hit by enemies, the ebb and flow of the reserve pool in relation to your score and so on will go a long way to making the game objective and obstacles more clearly understood. In many ways I think this game challenges years of conditioning that top down shooters have drilled into us. Recognizing that, I should try to make a more organic learning experience of how the game operates rather than shoving a wall of text on the title screen. This likely means rebuilding the HUD to work in tandem with a new in game tutorial.
Consider your point taken, haha! I'll be giving the game another proper pass sometime after the scoring period, though I've been messing with it ever since to improve upon it. I'm thinking that perhaps remaking it from the ground up, less hastily, will do it some justice.
Thanks for the feedback! I'll put it to good use in the next version!