Down Below by LDJam user 375151
The theme made me think of being trapped in a dungeon. In this adventure you are stuck in a dungeon and you need to navigate through the maze while avoiding traps.
Controls:
Movement - Forward - W / Up Arrow
Turn Left - Q
Turn Right - E
Backward - S / Down Arrow
Strafe Left - A
Strafe Right - D
Jump - Space Bar
Graphics - I used the Synty Dungeon asset pack Audio - I made everything with my voice (other than the footsteps, I made those with my feet!) Scripts - Everything was done during the Jam
I did this as a solo project.
I cannot get a web build to work on itch, so I guess I'm not submitting one. Boo!
I hope you enjoy it! I can give spoilers if needed.
Thanks for playing!
Julian
| Link | DownBelow-Mac.zip |
| Link | DownBelow-Windows.zip |
| Original URL | https://ldjam.com/events/ludum-dare/54/down-below |
Ratings
| Given | 34🗳️ | 41🗨️ |
*spoiler* start with a statue.
Some things I think you could add:
1. I think it would be nice if you added a message to the locked doors as before I read the comments I thought it wasn't working for me !
2. A windowed mode ! I had to unplug my second monitor which is vertical as I couldn't move the full screen game over, this might just be my computer being a bit haywire...
I really like the sound effects :laughing:. I just about finished it in the time limit on medium difficulty.
Overall I think the game was really fun, it took me a few tries to figure out the puzzle and I enjoyed it :smiley:
I also found rotating left and right a bit confusing since the camera just jumped there. I know that might be a callback to some of the earlier games in this genre, but I personally would have liked a little camera rotation to give me some context of the 3D space.
I'm a fan of the sound effects haha. A little unusual, but a very fun way to generate original sounds quickly. Good use of the theme in regards to gameplay and graphics. Nothing says limited space like being trapped underground in a dungeon
Thanks!
@draekdude I think the issue people are having with interactions is there's insufficient feedback to the player. For example: Locked doors should play a sound and provide a visual cue - like a shaking doorknob animation or a flash of a lock icon.
Likewise, the state of the statue should also visually update so you can tell it's state has changed, and that change needs to be visible even when standing directly in front of it. The audio effect is too subtle and would be completely lost on a player with hearing impairments - or one playing without SFX on. Similarly, the arrows only playing a sound is an issue - there should be a visual cue that you just triggered _something_.
PS: The jump control is missing from the game pause interactions - I only found it on accident. I did end up clearing the game though.
The main issues I had were already pointed out -- mostly about feedback. I thought statue feedback was buggy, but now I tried it again and realized that's because the sound comes late, half a second after clicking -- more than enough to cause confusion since the player has to discover what's happening. (Edit: Moving stops the sound, which worsens the issue.)
A few points about interaction: When you click on a door to close it, then click again before it's closed, it stops in the wrong position. Also, I was able to interact from any distance. Clicking on a statue right after interacting with a door makes it stop halfway, but that feels about right.
Played it until I made it to the end. It took me some time because I mistook two statues near each other to be the same one, but I think that was my fault haha. Great job!