Descentris by PhilStrahl



Description
Descentris is a reverse Tetris game where instead of building a tower, you have to go deeper down and uncover buried treasure and occasionally bomb your way to the deepest depths. The deeper you go, the more treacherous your journey will be
Features
- Sleek, minimalist design
- Moody music!
- Every run a new seed
How to play
Place your pieces by hitting [SPACE]. They always must connect to the initial shaft, the one on the top of the screen.
But beware, with each piece you place, the screen scrolls further down. If you can't keep up, it's game over.
To collect treasure and bombs to along the way, just place your piece on top of them.
Some rocks you can blast, provided you have a bomb to do so. Just move your cursor over the obstacle and hit [SPACE] to place. If you can't blast an obstacle, it's too hard and you need to go around it.
Controls
(The tutorial will tell you also) - Mouse to position your piece - SPACE to place the current piece (when in a valid place) - Left mouse button to rotate the current piece counter-clockwise - Right mouse button to rotate the current piece clockwise - Enter to pause the game - Esc to quit at any time. - Alt+ENTER to toggle full screen (will pause/un-pause the game)
Credits
A game by Phil Strahl a.k.a. Pixel Prophecy made in 48 hrs. I had a good start but polishing and data structures kept me busy for too long. Sorry for the bare-bones experience.
Versions
1.0.0.17: Initial release
Additional Downloads
If the Windows EXE doesn't work for you, I compiled an x86 version from the initial Ludum Dare release: β’ ld48-descentris-v100-x86.zip
Ratings
| Overall | 32th | 4.159β | 68π§ββοΈ |
| Fun | 53th | 4.076β | 68π§ββοΈ |
| Innovation | 27th | 4.311β | 68π§ββοΈ |
| Theme | 57th | 4.25β | 68π§ββοΈ |
| Graphics | 220th | 3.803β | 68π§ββοΈ |
| Audio | 22th | 4.115β | 67π§ββοΈ |
| Mood | 105th | 3.889β | 65π§ββοΈ |
| Given | 14π³οΈ | 16π¨οΈ |


Might be a good idea to adjust the amount of bombs, in late game I found there to be way to few.
And you added an icon too. (I made sure to include one in my game as well, I know it's something you notice)
As I already said it amazing in every category. Perfect.!! It's staying on my computer. :smile:
- really great concept, really
- good music that fit the game well
- liked the blips for rotating pieces and the satisfying screen-shake and thump for placing pieces
- the aesthetic progression is quite nice as well
- and thanks for putting a high-score board; so many people miss this and it's important for competing with yourself
Improvements:
- the only improvements I can think of is a have to do with how to make the game last longer; but I can't help but think a sharp curve around level 100-120 ensures short games that don't get old and have you hitting "play again" in a loop.
- perhaps power grids similar in shape to the game pieces (but maybe a bit bigger) on the ground and once you fill them in completely with bricks there's some form of a power-up
- this game can easily be made into something for steam if you add head-to-head modes and add the necessary lobby and leadersboards.
Bugs:
- didn't observe any
--
It gets pretty stressful and hard at the purple stage, but in a good way. That's the farthest I got so far, is there an actual ending? And if so, have you managed to beat it yourself? :D
Audio, visuals and polish are all on a really high level, it just feels great!
I could very well see this developed into a full release. It would sit quite well in your catalogue alongside Fine Sweeper :) Some rogue-like or -lite elements and maybe a storyline would probably also suit the game quite well if developed further.
Overall, I really enjoyed it and see myself coming back to it, highest marks from me all around!
So... how deep does it really go? :-)
The difficulty definitely ramps up at a nice pace. Here was my highest score:

Great work!
Great game with great replay value! Will play a lot more!

To me the scrolling works a bit frustrating: first 90% of the game I am spending in the bottom of the screen, waiting for it to scroll one more line down, and then accidentally I can't place a piece nowhere on the board and just watch how the game slowly ends. There will be much more dynamics if the screen will scroll right when the player puts the block in the bottom of the screen. But this is nothing given how well the game is polished.
Very well done! Can't wait for post mortem!
Really great entry mate and a moody soundtrack :)
Looking forward to the Post Mortem of it :D
The only thing I could think that might improve it, would be to see the next two pieces rather than just the next one. That way I can plan my moves out even further in advance! Good Job!! :v:
The visuals got a bit too low contrast at some points, and it feels a bit jumpy when the screen moves down.
Really feels like you have something here, fantastic work!

@eduardo-yukio: Thank you so much! I wouldn't call it "impeccable", not by a long shot, but thank you nonetheless!
@lomna: Oh wow, that's great!! Glad you're enjoying it! I wanted to have a high-score table but ran out of time, so if you wish, please post your high-score! π
@monkosum You're too kind, thank you! And I agree, some of them can show up a bit too early and if you don't have enough bombs (which happens easily) they can be very punishing. Your feedback is now on my list of improvements!
@soyeahimjames WHy thank you! Yes, that's a viable strategy, I'm glad you figured it out! I wanted to have a tutorial level teaching players all these things, then again, it feels probably pretty good to figure out things like that yourself!
@incd021 Thank you so much! And that's super helpful feedback regarding key mapping and especially the frequency of the bombs. And now I'll keep an eye out for your game's icon π
@ancooper Thankstris!
@bw-devel Thanks for your detailed list of feedback! Tweaking the difficulty curve is on my list, as well as some kind of a "smart bomb" that makes all unbreakable tiles breakable. I love the idea of the "power-grids", btw! I might keep working on this and make it a proper game, but lobby and multiplayer-gameplay sounds super daunting π
@toasteater Thank you for playing and your feedback regarding that risk/reward behavior; that's exactly what I was going for! π
@erkberg Wow, thank you so much! Currently there is no ending, but some surprises when you get really deep. Not that I expect anyone ever getting there, for that it's not play-tested enough β¦ yet π And I agree that this game has quite some potential and I think I will keep working on it. I have some ideas for some sort of "campaign" mode with different "biomes" and mechanics. Glad you liked it! π
@adamwatters Thanks, Adam! I agree, I really wanted to do a tutorial and not offload the "how to play" to this page, so I am glad you stuck with it!
@interface Thank you for playing and the feedback in regards to the controls. I agree that it's counter intuitive until (if) you get into it, so providing different control sets is something that's on my list. And it goes deeper and deeper with some β¦ surprises further down, but I don't have a proper ending for it yet.
@andrewkennedy Thank you! Absolutely, I wanted to start players one third down, into the screen, with a little derrick on top, etc. Thanks for the feedback!
@the-baldur Glad you found the controls intuitive, they can be a mixed bag, as I learned from reading the comments π Glad you also liked the dark music, it does add quite a lot of suspense for sure!
@iovorobiev Thank you for playing. The legend with the controls where literally the last thing I was able to put in before submitting, so I am glad it was a wise investment π Also thanks for the feedback. It's a valid strategy to place tiles further up on the board to make the board scroll, or (still a debug-remnant) hit the down-key to advance manually. And thanks for watching in advance! π
@neowhoru Thank you for playing. Glad you stuck with it and figured out how to play it!
@slimabob Oh wow, reading your comment makes me very happy! I'm glad you stuck with the game that doesn't do ~~~anything~~~ a lot in terms of on-boarding new players. Thanks for the feedback in regards to seeing more than just the next piece, maybe that's something that unlocks at a certain depthβ¦ π€ Thanks for the new ideas! π
@wongkongphooey Aw, thank you so much! And congrats on your high-score! π
@dpmzi Thank you for the feedback! I agree, I was developing the game in a very dark room and the purple scheme looked still barely passable but with daylight even I had to slow down at a moment when I really couldn't afford it. I think I will keep working on it. And congrats on your hi-score, that's quite something!
Loved the game! it's so cool polished and slides really well. I wish i could have saved a piece!
It's also made me extremely nostalgic. There was an old, underappreciated RTS from the late 90's called Netstorm where you had to create bridges between floating islands using randomized pieces to get around the map. The feeling of twisting around the map with the small, randomly generated bridge pieces felt very similar to your game, and I like it a lot.
The density of obstacles does feel like it transitions a little too rapidly. I feel like I go from still having a pretty easy time getting around to getting pretty solidly blocked in quite quickly. That may just be me being kind of bad though.
> I had a good start but **polishing** and data structures kept me busy for too long.
Yup, it's a Phil game. π Looking forward to your post mortem!
Also thanks for introducing me to Ludum Date, I (We) also took part in it :wink: :thumbsup:
Anyway.. congrats on another great jam game, two thumbs up!

The polish was nice and I liked the added touch of the music getting more intense the deeper I got.
Only improvement I would suggest would be to add a bit more kick when placing the blocks and using bombs, just to really get me more immersed in the game.
The one thing I'd have liked is better end detection, as in the game knowing I was out of valid moves, getting a long piece when I built up to the bottom of the screen and I'm out of bombs does feel a bit tedious. Not a problem for a jam release of course
The only thing I really don't like is the control sceme. It feels very counter-intuitive to use SPACE to place the parts. I would have found rotating with right click and placing with left click much, much better.
@pohko Thank you so much. I guess I keep working on it and make it β¦ even better!
@commanderstitch Thanks for the suggestion, I already implemented that in my post-jam version and, boy, does it make a difference! Impressive score btw, wow!
@shawn-moore Thanks, also for the suggestion, never heard of Blokus before.
@kovi Thanks for recommending NetStorm to me, from what I've seen it looks like I would have had a lot of fun with it when it came out. And thanks for the feedback in regards to my proc-gen algorithm that ramps up the difficulty a bit to abruptly. Gotta get back to polishing now!
@franciszek-pyrc Thanks for playing. I see what you mean with the beginning. And I definitely want to add different control sets because you either get them right away β¦ or never, especially not when things get frantic.
@xparker Thanks for playing and I hope you had a great time them. Kind regards to your team as well! π
@smbe19 Thank you! π
@wowa Thank you so much. I agree, the controls are an acquired taste π I'll add options
@shaggyfox Wow, what a compliment! Thank you!
@jiri-hysek Thank you for the feedback! Controls seem to be the biggest issue for sure. But that's easily fixed, right? π
@hedgy Wow, nice playing, Hedgy! And thanks for the feedback. There's a band-aid to the problem where you can just hit the down-arrow to advance the screen one row at a time so you don't have to wait when you're in a bad spot.
@spyranteros Thank you so much. I was really lucky that I came up with the idea relatively early and had lots of time (still not enough) for polish.
@james-7777 Haha thank you for playing and sticking with it until you figured it out and thanks for the feedback. I'll put it down as "needs more juice" on my todo list π
@ondy1985 I didn't expect a puzzle game from me either! π And thank you so much for the praise. And I agree, using the bombs is not very straight forward
@frank-gevaerts Thank you so much, Frank! As for the ending-detection, my current "solution" is that you can hit the down-cursor and advance the playfield so you don't have to wait.
@majadroid Can't have enough Tetris in your life for sure π! And you're not the first having troubles with the controls, that's high up on my list to offer players different controls. Thanks for the feedback!
@momo-hunter Thanks for playing and the feature request! In my current post-jam version I added a feature that you can hold onto one piece and swap it with the current one which helps a lot. :)
@johannimations Wow thank you so much for your comment! I guess it was a fluke when I realized that "Tetris is about building towers, what would it look like if you'd dig tunnels?", probably because I've been playing Tetris for over 30 years now π And thank you so much for sticking with the game despite it being rather unwelcoming to new players. I wanted to add a tutorial but, guess what, ran out of time. π
@digital-bacon Thank you so much! Then maybe I can interest you in a post-jam version I am working on with some new features (preview of an additional upcoming piece, option to hold on to a piece, tweaked level generation algorithm, etc.)?

All in all, it's a solid game I would love to see in Steam. I mean, look at all this polish: fonts, colors, music and sound effects, stats (!). This is one of the games you return to after the jam is over, quite an elusive beast should I say. :)
Here's a video of me playing your game, hope you'll find it useful:
https://youtu.be/leRkx8_QfLc
@spyturtle Ah, thanks for the feedback, I should have made this more explicit then! And the post mortem is recorded, so it can only take 2 to 3 years for it to come out πππ
@bereg That's so nice of you, thank you so much for playing and your feedback. In my current version I added an additional preview for the upcoming pieces and the option to hold on to a piece. Next up is adding different control schemes and better level generation.
The music is pumping and the rising speed feels really good.
I had some issues with the controlls, I always wanted to use Left Click for the Placement but that was just a training thing.
Two times I ran into a situation where I couldn't progress, maybe my fault because I didn't had any bombs left. But one time it was the Piece which was the Issue. Maybe a Button to "Drop" the current Piece could be nice. THis could help to keep running on a price of points for example.
But in general an awesome Game with great soundtrack and a phantastic idea. I would suggest to keep this idea and make a "full" game out of it.
The music, the graphics and the difficulty are on point.
The only thing I would add is a Tutorial (or a explaining screen).
Very good job !
@deathstorm Thank you for playing! Glad you enjoyed it and thanks for the feedback! In my current post-jam version I already have a feature where you can hold on to a piece to use later, so I am still working on it to make it a full game! :)
@verygenuinecraze Thank you so much! There was no time for a tutorial and the game just expect you to learn as you go. π Glad you didn't give up
@ladymistleaf Aw thank you so much! I myself got a bit hooked when testing so I guess that's a good thing. And 440k+ -- wow! π²
@lelulagames Congrats on 190k points! Thank you for sticking with the game despite it being not very forthcoming at the start π