Ribux - Spelunker delux by LDJam user 5243

Update: Adjusted so you can reset with 'R' if getting softlocked and tried to prevent scrolling with arrow keys
Help Ribux all the way down in the dark cave that she found. You have old shovels and glowsticks on hand that will help you!
| Link | https://github.com/daandruff/Ludum-dare-57 |
| Link | https://games.kothe.nu/ld57/ |
| Original URL | https://ldjam.com/events/ludum-dare/57/ribux-spelunker-delux |
Ratings
| Overall | 9th | 4.162⭐ | 36🧑⚖️ |
| Fun | 11th | 4.044⭐ | 36🧑⚖️ |
| Innovation | 48th | 3.853⭐ | 36🧑⚖️ |
| Theme | 3th | 4.455⭐ | 35🧑⚖️ |
| Graphics | 7th | 4.485⭐ | 36🧑⚖️ |
| Audio | 7th | 4.152⭐ | 35🧑⚖️ |
| Humor | 140th | 2.79⭐ | 33🧑⚖️ |
| Mood | 35th | 4.061⭐ | 35🧑⚖️ |
| Given | 23🗳️ | 23🗨️ |
For a moment I felt like I got soft locked at - fourth level was it? The next level just within reach, one block between us.. If only I had any spades left. I hoped the restart button would have worked there, in case you get stuck.
Good job!
EDIT: Looking down scrolls the page as well so it gets kind of unwieldy over time.
I wonder what kind of game engine this is made of? It feels so great \\(>ω<*)
Also, you can softlock yourself by digging a hole until you have no more shovels and can't jump back out. Reset only seems to work when you're dead.
Graphics and audio are very nice; I like the minimalistic style.

I found that you can dig to your side and move in to break a large fall. I wonder if it's intended but I liked it.
I did get softlocked though, in a place with no way to climb out and no shovels left. So I would have liked the "R" button to restart me at any time.
There are a lot of little strategies that you learn when getting into it, like how you sometimes can spot tufts of grass and know that a square is safe to stand on, even if you cannot see the tile itself.
I'm also really impressed by the fact that the layout of the cave is randomly generated and you get a new set of levels if you reload the page.
What a great game you made :heart:


After I got past the second level, I realized I needed to use the glow sticks liberally, and be a little more stingy with the shovels. Whenever I died it was frustrating, but not because it felt unfair, rather because I realized I had been rushing too much. This was very much a "slow and steady wins the race" kind of game.
Your art style is gorgeous. The 3-color palette looked beautiful, and I love the dithered pattern for the blocks at the edge of your vision.
Usually I like to leave a bit of constructive feedback, but I honestly can't think of anything that this game needed more of or less of. Really well done!
The gif you placed in your post showing the solution with vanishing tiles got my attention :)
Yep, I have held the browser tab with your post opened for several days until got some time to play :D
Btw, it took me some time to finish all the levels.
The last two appeared really difficult for me.
I tried to come up with some strategy of using some shovels and only two glowsticks for the level,
but that was never enough.
So I fell back to memorising the level (what is not a strong side of mine :D) and by tryharding I somehow managed to finish the game.
Ah, yes, I really adore the smooth reload of the level!
So, overall, I wonder if there is a proper strategy that keeps you away from jumping into the void?
Yeah, I've noticed some sinusoidal patterns when the phase went short, but I didn't suppose that the whole level is based on that approach :D
Hmm... since all the levels are procedurally generated, then it's really non-obvious on how to make them certainly solvable.
Anyway, the procedural generation of levels is cool by itself, imho.
Congratulations!