Drilly's Journey by Alex Davies
Click for Post-Jam Version
Post-jam version contains music and bug-fixes. I'd recommend playing the post-jam version for the best experience, and score keeping in mind that the original had no music. Think that's not fair? The original web version here is still available if you want.
Drilly's Journey
Drilly is desperate to dig dig dig, but he he can't quite get enough momentum to start digging from his little jump. Help him explore in a cute little relaxed puzzle-platformer.
WASD to move and Space to jump. Press R to restart from the most recent checkpoint.
The web version is recommended as the Windows version has some minor visual bugs.
Drilling Rules
The link below provides tutorial images for how drilling works, but I'd heavily recommend trying to figure it out yourself - this is just in case you are stuck or confused.
https://imgur.com/a/PtrG6P0
Development Stuff
Tools used: - Unity - Aseprite - Ableton (for sound effects, unfortunately no time for music)
Made in roughly 24 hours, as I was busy for the first day. Overall I'm reasonably happy with it, although I wasted a lot of time rewriting the movement - Unity's physics system really isn't built for the kind of grid-based movement rules I wanted.
| Link | https://github.com/AlexDavies8/drilly-ludum-dare |
| itch.io | https://alex-davies.itch.io/drillys-journey |
| Original URL | https://ldjam.com/events/ludum-dare/57/drilly |
Ratings
| Overall | 13th | 4.15⭐ | 32🧑⚖️ |
| Fun | 5th | 4.217⭐ | 32🧑⚖️ |
| Innovation | 11th | 4.25⭐ | 32🧑⚖️ |
| Theme | 19th | 4.3⭐ | 32🧑⚖️ |
| Graphics | 87th | 3.8⭐ | 32🧑⚖️ |
| Audio | 142th | 3.276⭐ | 31🧑⚖️ |
| Humor | 88th | 3.188⭐ | 26🧑⚖️ |
| Mood | 112th | 3.571⭐ | 30🧑⚖️ |
| Given | 20🗳️ | 9🗨️ |
Web build didn't work for me so I had to download the .zip but I'm playing on firefox so maybe that's why.

I have starred and added your repository to a list of ld57 compo :https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use:
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Consider using these **topics** to make your Ludum Dare entry more discoverable:
- `game`
- `game-development`
- `ludum-dare`
- `ludumdare`
- `ludumdare57`
- `ludum-dare-57`
- `ld57
@dhim I intentionally didn't box in the areas too much so if you try to you can probably find unintended paths or places you can get to. If you really know what you're doing I'm pretty sure you can skip some areas pretty much completely. Thanks for the tips about github too.
Honestly don't have any negative feedback, probably one of my favorites so far this jam!
@tad-i-guess Thanks for the feedback. I really wanted to get music in but just didn't have time, with being busy for most of the Saturday with other stuff. Originally I wanted to design the level so that it was impossible to get stuck, but it turned out to limit the puzzles quite a bit, especially with the physics being not quite perfect - adding the restart (R key) button helped quite a bit.
The only thing I can nitpick about this is that it's particularly hard to jump over lava floor without accidentally touching it, there should be some built in leeway when doing so, it gets frustrating.
Some critiques:
- Not a huge fan of being able to slope off of corners. I know some people do this on purpose to add lenience to the controls, but personally I find it works _against_ me more often than not, and just makes the game more frustrating. Where tiles are involved, I just want a plain rectangle collider.
- Being able to drill into the side of a wall feels awkward to me. It's never necessary in the actual levels and as such serves no purpose.
- The upper pink section had some extraneous metal blocks that misled me as to what I was supposed to do to progress. Falling down to the grassy section previously had meant failure, so it felt counterintuitive to suddenly _have_ to do that.
- Speaking of falling down to the grassy section... I didn't love that being the main method of failure in that part of the game. It's possible you could forget to reset and accidentally hit a flag, and then you'd have to play a whole chunk of the game over again, which would not be fun.
This game reminded me of Leap Year by Daniel Linssen in some ways. If you haven't played that game probably don't read the following section, and go play it because it's really good! Considering you made this game, and Leap Year has some similar design sensibilities, I think you'd enjoy it.
!> The main mechanic of this game is very similar to the drilling in Leap Year. That game gives you horizontal control while drilling and does not let you drill upward, but the basics are the same, and the puzzle design is also extremely. The simple, slightly wobbly hand-drawn art style is also very reminiscent. Not sure if there was any inspiration there, but I had fun either way, and this game develops the drill mechanic further to create some interesting puzzles. Beyond the drill mechanic, both games have a similar style of progressing through a screen-based map and revisiting rooms as you go, which is a format I quite enjoy.

Somehow the game feels also satisfying. The graphics , transitions, soundeffects , everything fits together very nicely.
@sypiac Yeah I'm not really sure why that prevents digging - I noticed it once during playtesting before submission but didn't have the time to figure out what causes that bug.
@python-b5 Thanks for such detailed feedback! I agree about bouncing off corners - the main reason I used a circle collider is so I didn't have to deal with rotating the collider - originally the player would drill in whatever direction you entered the ground at but it was almost impossible do design levels around. Drilling into walls is an unintended side-effect of reusing the code for that old version. Also, yes, leap year was a pretty big inspiration - I'd not really seen that kind of puzzle-platforming before it so wanted to try and make something similar myself.
@liam Originally I'd intended for it to be somewhat more open-world, with collectibles, so re-tripping older checkpoints made a lot more sense then, but I didn't get around to fixing it once I decided to make it more linear.
I might make a post-jam version at some point with some music and bugfixes/adjustments based on all of this feedback.
The controls felt good. The base mechanic with the drill felt very satisfying due to the smooth controls and the good sound effects.
There was a part, where the lava touches the ground floor. The collision felt a little bit off for me while I'll tried to jump above it and died several times at this part. Adding a speedrun timer to the game would be a nice feature.
The walking animation of the main character is cute and the graphic style is simplistic, but it looks good and coherent. The level design was very good, too. Really had fun playing this game. :)
In terms of level design, sometimes it wasn't very clear which direction I should be heading and needed to "brute force" a bit to see where there different exits might lead. I tried a couple of times to cross the big gap in the pink area above the start but couldn't, until I found out that just falling down leads to an area I hadn't been to before. Some *subtle* way to lead the player might help here.
What also didn't help was that sometimes the mechanics felt just a liiitle buggy. For example, exiting the ground close to a wall is a little janky: Drilly kind of drill a bit into the (vertical) wall, boosting my exit jump, but I don't think that's intentional? I also couldn't always tell whether my drilling would continue or not. I guess it all comes down to how many blocks there are between the ground and the ceiling (or vice versa), but it was very much vibe-based.
I got to the end and had fun with this, good job!