Gregg by Walkalope
Experience the Future
Gregg is a highly trained bounty hunter in the year 2084. His mission today? To protect the last living plant life in the Mega-City. Time to spin up those plasma blasters!

Venture up through the Underbelly of the Mega-City, avoid toxic neon sludge and quick-draw on crazed A.I. security turrets as you make your way to the surface. Your plant can't survive in the Underbelly for very long - make sure and grab any Canned Sunlight™ you find along the way.
This game is a roguelite platformer/shooter loosely inspired by Spelunky. Wish we had time to add more cool stuff!

How to Play
A - Move left
D - Move Right
Space - Jump
Space, Space (Hold) - Jetpack
Left Click - Shoot toward cursor




| Youtube | https://walker-p.itch.io/gregg |
| Youtube | https://walker-p.itch.io/gregg-deluxe |
| Original URL | https://ldjam.com/events/ludum-dare/46/gregg |
Ratings
| Overall | 1311th | 3.468⭐ | 64🧑⚖️ |
| Fun | 1352th | 3.258⭐ | 64🧑⚖️ |
| Innovation | 1901th | 2.926⭐ | 63🧑⚖️ |
| Theme | 1257th | 3.648⭐ | 63🧑⚖️ |
| Graphics | 536th | 4.09⭐ | 63🧑⚖️ |
| Audio | 696th | 3.5⭐ | 60🧑⚖️ |
| Humor | 1487th | 2.61⭐ | 52🧑⚖️ |
| Mood | 1374th | 3.31⭐ | 60🧑⚖️ |
| Given | 54🗳️ | 72🗨️ |
Apart from that it's a solid game. Cool art style and game feel~
We will upload a post-dare version in the coming days and I hope you will check it out again once some improvements have been made :v:
Thanks for checking it out!
@bostor I think there is also a bit of a bug that spawns the teleport *inside* a block instead of on top of one... that may have been what happened there. Thanks for playing!
Can I find your game also on indiexpo website? The channel is linked with them.
One other thing to note: it seems like the controls for the jetpack could be described a little better, because I interpreted it a "press and hold space".
@skyeward Ha! I'm the torture wasn't a bother lol.
Also, when you display loading panel I can already move my character, died few times this way :)
@undead-aubergine Thanks for taking a look. We used MagicaVoxel for the voxel modeling and animation. Have you used any others?
@lt-farfetchd and @zguba we totally need to fix the loading screen. It’s always surprising to me all the little things you miss on a time crunch like this one
Oh and if you're trying to play too careful, you're sol too because the plant life depletes so fast and the plant life pellets give so little. On the other hand, I think the was too many player life pickups since it was very rare to take any damage without dying anyway.
Ugh, can it really take that long to load? I'm guessing you're generating levels there but still can't possibly take that long. You can also at least shoot while it's "loading" so I'm quite suspicious about that. And if it's just a faux loading screen tho show the story, you should not force it on retries.
Didn't really feel like a jetpack. More like a double jump where the second jump propels you to the sky with the speed of light. Which made my first point about the god turrets even worse. Moving vertically with such insane speeds made it like a russian roulette when moving upwards. If there was a turret there, you'd probably die. And since screens have less height than width, you had even less time to react. A jetpack that would work like, well, like a jetpack would have been better. So after each jump you'd have specific amount of juice and holding jump would then add some upwards force and deplete the juice. With that you could make some more careful ascends and descends and might be more equipped to survive longer. Never found the portal but in the end I have this feeling that up is the way you're going too. That was the direction the level seemed to span the furthest and even changed visually the higher you climbed. And from the player perspective, it was the most dangerous direction to go.
Probably should have made the background color that is seen from the holes something else besides red. That way the red would be more easily and faster get tied to danger because of turrets and lava. The "level edge" dark blocks too blended way too well to the background walls. Made it hard to tell them apart.
Anyways, good job! :thumbsup:
@sirllama We are currently toying with adjusting the starting difficulty. Thanks for the feedback!
@antti-haavikko in fact, the player gets loaded into the scene pretty early in the generation process. The loading screen is just there so people don't watch all the blocks spawning into place. We've adjusted it in the post-dare so that the player is the last thing to be spawned in, and will not be controllable until the level starts. We've also addressed many of your other critiques as well, so I hope you will check out the post-dare version!
I liked it.
Anyway this is a great game
my main feedback was the jetpack or double jump seemed like it was very touchy, sometimes I would jump high enough sometimes not. I was probably just missing something. I realize the level is dark to show off the lighting and b/c of the environment. but it was a little bit difficult to naviagate at first. after awhile I got used to it
Particles effects work well. The character design is awesome.
The audio creates a cool atmosphere, the only drawback is the jump sound, it not fit very well with the sound design.
The death animation is incredible, but it's not really visible in game, so sad.
Very polish game, good job.