The Deepest Level by Monado

[raw]
made by Monado for Ludum Dare 46 (JAM)

The Deepest Level

The Deepest Level is an action-platformer game developed for the Ludum Dare 46 game jam.

Summary

The cave of the Wisps has been corrupted by an unknown force. After discovering this, Anylian dives into the deep caverns to end the reign of the corruption. There are no ways to recover health, so you have to take everything on with the risk of losing at any moment. The surviving Wisps within the caves will boost your score at the end. The caves are full of treasure for you to claim as your own, however, beware of thieves wandering alongside the corruption.

Controls:

Keyboard

Move: Arrow Keys Jump: Z Run: X Attack: C Pause: Enter

Switch Pro Controller:

Move: D-Pad Jump: A Run: B Attack: X/Y Pause: Start

Screenshots

1.png 2.png 3.png 4.png 5.png 6.png 7.png

Ratings

Overall 1003th 3.579⭐ 21🧑‍⚖️
Fun 1066th 3.395⭐ 21🧑‍⚖️
Innovation 1762th 3⭐ 21🧑‍⚖️
Theme 2418th 2.684⭐ 21🧑‍⚖️
Graphics 389th 4.211⭐ 21🧑‍⚖️
Mood 353th 3.895⭐ 21🧑‍⚖️
Given 5🗳️ 1🗨️

Feedback

AndideBob
20. Apr 2020 · 10:18 UTC
A really solid entry to the jam, unfortunately I didn't get very far, because the controls are a bit hard using a QWERTZ keyboard. The combat feels solid though and the movement is well implemented. On top of that the game looks really good. Well done!
parad0xSpace
21. Apr 2020 · 00:14 UTC
this is really nice! i love the art
Pilarius
22. Apr 2020 · 13:27 UTC
Quick reminder to get more players: Use a thumbnail for your game. Otherwise your game is presented with this grey box. Some great Games are not played because of a missing thumbnail ... You can still change it by editing your submission page :)

![GreyBox.png](///raw/c26/8/z/32518.png)
🎤 Monado
22. Apr 2020 · 21:42 UTC
thanks @Pilarus for the heads up! I thought I had added a thumbnail before posting the game but I guess I didn't.
🎤 Monado
22. Apr 2020 · 21:48 UTC
@andidebob Thanks for the reminder, at the last minute I added a custom controls setting in the options menu, however I didn't have enough time to test how well it works. You can also change the controls from the launch dialog :)
Paul Giovannini
23. Apr 2020 · 21:43 UTC
I love the pixel art, especially the in air animation ! The music suit very nice to the game, gg !
Maumau
23. Apr 2020 · 21:45 UTC
It has a really cool obscure atmosphere to it, the way the character controls may feel a bit awkward at start, specially when jumping and falling, but i think the slow movement and pace fits really well the dark style. It has some charm to it, very nice!
radow
24. Apr 2020 · 01:35 UTC
As a person with a lot of enthusiasm for both pixel art as well as rpg-y action platformer I did like this game quite a lot. Especially the size of the castle and the different types of enemies are quite impressive for a 72h jam game.
I do think the game could do with some polish though. The two main things I noticed here was that the back-button on the "how to play" menu screen does not appear to be working correctly and that the jump physics could do with some tweaking (I think the old "fall with additional gravity when not holding down the jump key" would already do wonders for this game and it would be nice if running into or even more severely: onto foes would not lead to the player being stuck to them and frantically trying to wiggle free from the frozen state).
The art on the other hand is utterly beautiful and especially the protagonist hast very nice animations. I did not yet get into the cave area shown in the screenshots (so I guess I did not reach the "deepest level"^^), but might try for them again later.
ilPrinny
24. Apr 2020 · 02:13 UTC
Good entry, I kinda like the momentum based movement, it was weird at first but pretty interesting. I did have issues with the 'How to play screen', it would not let me go back so I had to restart the game, not a huge loss cause it was on the main menu. My run did end with me being stuck on top of a guy, who proceeded to hit me out of stun while I was unable to move. Graphics and mood were solid! and I ended up liking the momentum based movement too! Good work
🎤 Monado
24. Apr 2020 · 03:28 UTC
@radow Thanks! I really am happy with how the art turned out, it was my first time using Aesprite and pixel art is something Ive been wanting to improve with. Also thanks for the heads up with the How to Play back button, it seemed to work fine during testing but its good to know that there are problems with it. With the player getting stuck when taking damage, I had the intention on adding knockback to the player but I must have forgotten to add it, whoops. If I work on this game more after judging ends (which I think I might) I will definitely add that "fall with additional gravity when not holding the jump key", I really like that idea.
🎤 Monado
24. Apr 2020 · 03:31 UTC
@ilprinny I'm glad to hear that you liked the movement. Platformer movement was something I've always struggled with and so I tried some new ideas here with the movement. During playtesting I didn't have trouble with that back button, but its good to know it isn't working. I also had meant to add knockback to the player so that situation wouldn't happen where you got stuck, but I never got around to it.
BitPokit
24. Apr 2020 · 23:17 UTC
This is a highly underrated game. It has phenomenal art and animations, and is very fun to play. The music and sfx are perfect too. Please continue working on it, because I would love to see this as a full-release. Absolutely fantastic work!!! :smile_cat:
🎤 Monado
24. Apr 2020 · 23:29 UTC
@bitpokit Thanks! I want to expand more on the game after my finals, specifically with fixing some of the physics as well as adding more attacks. I even had plans for an additional character who plays completely differently.
Frozen Stick
29. Apr 2020 · 19:17 UTC
I really liked the pixel art and levels designs in general.The music and the sfx really set the mood and I hope you work on it more cause it can be really good game!Nice job.
xitaro
29. Apr 2020 · 19:18 UTC
cool game! great mood! the only thing missing is a greater physics, but i already read the you're gonna polish it! So, keep going and good job!
rrrzzz
03. May 2020 · 20:03 UTC
I like that you made moneyz physically based and you can propel yourself to pass some parts of levels quicker. The difficulty is about right given that there are no save games. Levels with different paths are also nice idea. The monsters though seem a bit underpowered. The first one doesn't do anything at all. The haunting one doesn't even get close to you to inflict any damage. The only way you get any is jump in his direction which hardly anybody would do. The "whale" goes down just by standing near him and spamming attack because it deflects his projectiles. The ceiling ones are nasty fuckers I'll give you that ^) I once jumped right underneath one of them and almost lost all my lives. The boss just repeats the same attack again and again presenting no challenge at all. That said making enemies harder would require players to be very deliberate in their actions and invest a lot of time and effort which may be not such a good idea for a jam game. So everything except the boss critique can be taken with a grain of salt.
I didn't really understand the purpose of white lights except for getting more points. It would seem logical for them to replenish health or something like that. The fact that they give points is not a very good incentive.
The choice of music is very good. The backwards sounding creepy sound the haunting guy produces is awesome. The first time he appeared out of nowhere was scary :)
The art style is also quite good. It's impressive what you manage to achieve with monsters design just by drawing red outlines. I really love when people create interesting thing using very simple tools. So all in all nice effort.
Gorka
04. May 2020 · 19:08 UTC
Good jam entry, I liked the graphics and the overall mood, the fact that you get a limited amount of life that can't be replenished seems consistent with the theme and mood. Controls were okay, even though fall speed could have been a bit faster. Enemies were kinda easy to deal with, even when surrounded, but there was an odd difficulty due to not being able to move the character during the invulnerability after taking damage, which can be quite damaging when touched by a projectile from the ceiling enemies. Maybe add some knockback?
In conclusion, I liked your entry, good job!
appix
05. May 2020 · 00:01 UTC
Nice pixel art.It's better to have more animation and sound effects in battle~
Honest Dan
11. May 2020 · 20:00 UTC
Some cool visuals - I enjoyed the animations and vibe you went for with the main character. As I said when I played it on stream - the strategies to beat enemies would be one of the things to improve to make this game more fun to play. Also - it was great for your first platformer controller - but a little tightening up on the controller would make the game feel a lot better too.