DOWN INTO THE DEPTHS by red

Climb down into the depths. There are 5 randomly generated levels with increasing difficulty to complete.
WASD to move around
SPACE to fall fast
Hold RMB to aim gun
LMB while aiming to shoot
R to reload
| https://relly.itch.io/down-into-the-depths | |
| Original URL | https://ldjam.com/events/ludum-dare/57/down-into-the-depths |
Ratings
| Overall | 92th | 4.063⭐ | 26🧑⚖️ |
| Fun | 112th | 3.917⭐ | 26🧑⚖️ |
| Innovation | 92th | 3.978⭐ | 25🧑⚖️ |
| Theme | 1th | 4.75⭐ | 26🧑⚖️ |
| Graphics | 141th | 4.271⭐ | 26🧑⚖️ |
| Audio | 176th | 3.783⭐ | 25🧑⚖️ |
| Mood | 38th | 4.326⭐ | 25🧑⚖️ |
| Given | 22🗳️ | 26🗨️ |
Very impressive work!
With that said, this game feels like it's at its best when you're just on the edge of death and barely manage to escape. In levels II and III it feels like this balance works well but for me at least (possible skill issue alert) IV was very difficult. There were many many times where I was surrounded by 3-4 spiders with no escape and many times where I died while reloading to spider that just happened to walk into my vicinity after I started reloading. I also couldn't quite figure out where the boulders spawn, I originally presumed they fall where the debris falls but that doesn't seem to be the case. All of my criticisms are more minor gripes and skill issues, you've honestly done a very good job with the only 72 hours you had to make this game, fantastic job my friend!
For the later levels I wanted to introduce harder mechanics / enemies but ran out of time so I opted for overspawning the stuff I alread had, which probably wasn't a good choice in the end. The boulders are really just RNG where they will spawn (anywhere from a little bit to the left to a little bit to the right of you) so the idea was that you need to always be aware of where the closest spike platform is to protect you, or as a last resort pick a direction and hope it didn't spawn in that direction. It would probably be more fair to use the initial debris as an indicator, yeah.
I feel that the reload is perhaps just a little too punishing considering that on stage 4 and 5 there are a lot more enemies and even finding two in one area is enough to overwhelm the player and gives no option for counterplay.
Very impressive entry! Subtle and atmospheric sound effects brought it all home.
Gameplay wise everything felt tight and had good risk/reward, but the random generation would often create situations that were unwinnable, so several retries often felt necessary. Since the levels re-generate every time you don't get to learn from your last run either, which is unfortunate.
This lead me towards a high risk strategy instead of encouraging smarter play, but I kind of wanted to be rewarded for playing smarter.
Overall nice work!