Infinite Descent by BluishGreenPro
Fall through an increasingly challenging set of platforming obstacle courses.
https://www.youtube.com/watch?v=0m72xwZ0Tqs
[Check out the post-jam v1.1!]
Music by Mark Sparling from the Album "Daily Songs Vol. 33 (March 2019)", used with permission.
Download the EXE from the Itch.io page for smoothest play experience.
How many screens can you survive without dying? The game will tell you on the Title-screen, post your best streak in the comments!
Change Log:
v1.1
- Each screen now has 5 distinct difficulty levels, however small
- Modified another screen to make it more unique
v1.0.2
- Added "Coyote Time" for Wall Jumping and added slight freeze when you first make contact with the wall
v1.0.1:
- Modified screen involving Bouncy Jellies
- Fixed wall-jumping bug where player would sometimes get stuck in wall
- Decreased default audio levels. You can still adjust audio levels back to ear-bleedingly loud in the Pause menu if you want.
Post Mortem:
https://www.twitch.tv/videos/1021846332
| Link | https://bluishgreenpro.itch.io/infinite-descent |
| Link | https://bluishgreenpro.itch.io/infinite-descent |
| Original URL | https://ldjam.com/events/ludum-dare/48/infinite-descent |
Ratings
| Overall | 96th | 4.158⭐ | 62🧑⚖️ |
| Fun | 40th | 4.25⭐ | 62🧑⚖️ |
| Innovation | 647th | 3.442⭐ | 62🧑⚖️ |
| Theme | 399th | 4.017⭐ | 62🧑⚖️ |
| Given | 47🗳️ | 65🗨️ |
The difficulty curve felt comfortable, and I wasn't able to get more than 6 combo on 100%. The only thing I wish was different in that regard is the countdown of skulls - I would prefer it to begin after I moved away from the checkpoint, allowing to inspect the level before rushing in.
All in all, a very fun entry!
Link to the stream (time code to Infinite Descent): https://www.twitch.tv/videos/1002881859?t=00h17m37s
P.S. for some reason I can't rate the sound, but it is very energetic and seems to fit the game aestetics pretty well!
Anyway - here is my best results, 8 screens:

Also the character controller was pretty flawless, a big deal in platformers
Clever level design mixed with ramping up the difficulty and new mechanics and obstacles, and Mark Sparling music blaring in the background? Absolutely terrific. And a wonderful reuse of assets too to make the game feel that much more meatier!
Like others have pointed out the literally only one crit I can offer is the wall jumping doesn't feel perfect. You can get used to it but like you yourself have noted, in a full release/fix you'd let people select to have opposite control for walljumping as an option.
Just a great polished entry, well done!
Gabriel interviewed me earlier today and mentioned a spot where people were threading the needle by falling right in between the flames. I think I found the spot and did it too! It was a nice added challenge to never give in and use the walls
Thanks for bringing your game by my stream for playtesting! If you'd like to revisit the play and commentary you can view the highlight at https://www.twitch.tv/videos/1006135460
Thank you for your feedback! I've seen a number of people comment on the wall jump, and I'm trying to nail down exactly what needs improvement. Would you be able to let me know if your issue falls into one of these three categories I have identified as a potential problem?
1. Better Tutorialization; You automatically cling to walls (there is no need to hold the directional input to push yourself against a wall). I am wondering if people feel the wall jumping is difficult because this is not explained in game?
2. Again, not understanding that you don't need to touch directional input while wall jumping, people begin to push the character away from the wall before jumping, thus losing contact with the wall and losing their chance to wall jump.
3. You gain too little height from the wall jumps, making it necessary to jump more times than you might expect.
4. Your character would slide against walls when you weren't expecting it, causing unexpected behavior.
5. Something else I haven't identified.
The way i see it there are 2 main parts and one minor part that I think could be changed/improved:
1.The jump angle (and maybe velocity) you get when you're jumping off the wall "feels" a bit off. My suggestion is to have a greater angle and maybe a higher velocity when going off the wall. I also think that a reason of why the angle feels low, is that the height you get from a regular jump is a lot higher than what you get from a wall jump. The current angle is close to the black line, whereas a suggested height could be the red one.

2.When jumping from one wall to another it feels like you instantly starts falling down the wall as soon as you hit the wall.
During your first jump from the ground you get a good height and you kind of "slide" up the wall in a way that feels natural. On the second wall (after jumping off the first wall), you never slide up at all (which I suspect is a bit of my suggestion 1). If you don't want the player to slide up (to the peak of the jump) you could maybe make the player stick a tiny bit before starting to slide down.
3.This is probably the tiniest part, and I didn't notice until I played around a bit with the controls. If someone is used to walljump with 'direction + jump' the jump isn't always registered. I think the time it takes for you to "unstick" from the wall is a tiny bit too short? In a similar vein - when initiating the wall jump the player holds the jump button for as high as the player want the wall jump to be. When jumping to the next wall, you want the player to jump directly the way it is now. From the first jump the player expects to hold the jump to go as high as possible, but right now the player starts falling down instead and thus should hit the space as quickly as possible instead.
Tell me if there is anything else you're thinking about!
I think Korfi's point 3 might be the trouble I had.
It's a nice boon that there isn't much to tweak/fix until this game is hopefully going to get a price tag/steam page or show up on a console estore! :D
I'll have to rebuild the platforming system in Unity in order to distribute it, but that is something I was already in the process of doing. My main problem is marketing (always is). If it's "just a platformer" doesn't matter how good it is; no publisher is interested :(
Then you factor in if you DO have a unique hook, it might just end up being labelled a "gimmick". So it's almost like a damned if you do, damned if you don't.
In spite of all that, you've made an extremely polished platformer that feels extremely good to control. I think, and hope, it'll find its audience even if niche and I definitely think speedrunners will really enjoy it.
For some of my projects, they don't turn out as successful as I'd hope but you do learn a lot on the way and if this is something you can do with some prep for a jam, I'm sure you'll use this experience and the skills you've honed further in the future for even bigger projects =].
The art is great and I like the difficulty curve and the abundance of checkpoints. It's very polished and the controls feel tight. The art is great and the different colors for stuff you can jump on/stuff that kills you were helpful and fancy.
I did struggle with one thing though:
The timing of the obstacles seems to be matched to the checkpoints, but not the entrances. Some rooms (the ones with the exploding heads) can get way more difficult this way (It's impossible for me to beat the room with the breaking blocks from the entrance, but from the checkpoint it's manageable.)
Chiptune soundtrack icing on the cake.
Each loop gets tougher and tougher..
Suggestion:
1. More Palettes..
2. Co-op or Dual Multiplayer?
I've actually added Co-op / Multiplayer to the Unity version of the project! But that's still a ways from being done.
Nothing like a good ol platformer for LD. Pretty solid gameplay, though the quirk of auto-sticking to walls when you're hugging them is a bit unintuitive. Not a huge deal though, as that doesn't really come up too much. Gameplay was pretty solid, with some nice mechanics that were very intuitive yet satisfying and the level designs were enjoyable, especially seeing how they progressed each time.
I found it curious how there is a "crouch" animation when pressing down, which seems pretty much useless. ;P Ah, I guess it is to give some sort of visual feedback, since down + jump is for dropping through platforms. That makes sense.
Reloading the level when dying seems...unnecessarily laggy, even on the downloadable version (though it is admittedly better there). I understand that's the framework and not you at fault, but it seems like you should be able to code a "reset" of sorts manually rather than relying on reloading the entire level. There are only so many elements that need to be reset per screen (the player position, the stompable enemies, the breakable floors), so in theory it shouldn't be that bad??? But I'll not make further assumptions here.
A bit of a letdown that there wasn't an "end" after completing the final iteration and reaching 100%, but thanks for an enjoyable experience anyways!
FYI: when a gamepad is plugged in, it didn't seem possible to activate the menu to switch the gamepad off, so I had to resort to unplugging the gamepad entirely.
There were some really minor platforming things that felt a little weird, but others have covered that in their comments.
Love the style, animation, tutorialization, and gameplay overall! It's really cool that you also added additional level challenges after you beat it!