Ziggurat by nethead

Journey through the depths of your mind to... find yourself.
Ziggurat is an atmospheric platformer made for LD48 Compo. Enjoy :3
| Source | https://github.com/vakkiri/ziggurat |
| HTML5 (Web) | https://nethead.itch.io/ziggurat |
| Original URL | https://ldjam.com/events/ludum-dare/48/ziggurat |
Ratings
| Overall | 108th | 3.956⭐ | 195🧑⚖️ |
| Fun | 260th | 3.63⭐ | 195🧑⚖️ |
| Innovation | 531th | 3.071⭐ | 193🧑⚖️ |
| Theme | 475th | 3.539⭐ | 194🧑⚖️ |
| Graphics | 28th | 4.385⭐ | 197🧑⚖️ |
| Audio | 39th | 4.067⭐ | 195🧑⚖️ |
| Mood | 32th | 4.208⭐ | 194🧑⚖️ |
| Given | 47🗳️ | 56🗨️ |
Graphics and polish are insane as well. The sky effect is amazing.
Now a stupid question: how do you shoot?
About your current game, I loved the mood! It reminded me a lot of Fez. I had some problems with the controls, especially the wall jump. Maybe because I'm used to Super Meat Boy, I first press the directional button and then jump, and in your game it doesn't work haha. The instant deaths from falling into holes left me very frustrated too, I fell 2 times after taking all the diamonds xP.
The sound and the pixel art are extremely well-made, well done!!
I think I may have found a bug: on the end screen, my character's walking sfx were still playing.
The only other criticism I have is that it's sometimes difficult, especially in the first level, to tell what's part of the background, versus what can be interacted with.
The presentation is excellent. I could totally see a fully fleshed out version of this knocking it out of the park. Keep up the great work!
@greg-the-egg whoops, you did find a bug, thanks :D also good point about it being hard to tell what can be interactive with, I know in the first level especially I was a little inconsistent. noted for next time.
@rhys-vdw thanks for the twitter follow :3
@sam-bigos really appreciate the feedback on the platforming mechanic, I find it hard to get that sort of thing right in one go without a couple playtesters ^^
Really inspiring game - gave me lots of ideas!
Amazing how beautiful a game you made in the limited time.
Took me a while on the last level because I could not identify the floor.
Also, there may be a minor bug where the walking sound continues on the "Fin" screen for me
I got a time of ** 449.51 ** on first attempt
@cary-stanley i wondered if going solid black on the floor tiles at the end was a bit too much, woops. thanks for posting your time :D i was wondering how long a first playthrough would take for people. also yeah, my bad re: the walking sound not stopping at the end lol.
The music popped and crackled a lot, i wasn't sure if this was intentional or just a bug

Maybe a lack of checkpoints? I found pretty frustating to restart entirely a level when I fell.
Anyway, pretty solid entry!
gg
- Entering the door after getting the key was oddly difficult. I tried smashing a bunch of buttons and at some point it let me in. I feel like that part should've been easier.
- The level design wasn't always great at telegraphing where the player should try to progress. I'd find myself jumping to my death before realizing that I was going the wrong way.
Small comments aside, this is a stellar job!
SUCH MOOD!
A++, I love it.
I ran it as a standalone executable, and had some issues with the Onion. I believe you didn't normalise the movement with delta.
Also,

Yes... yes you are :joy:

Overall this was a great experience! Good job!
My only complaint is that I had a really nasty audio bug that made the sound constantly cut out and jitter, so much so that I had to stop playing. Which is a shame, because that aside the sound work is phenomenal! Usually when people have issues with their sound on a web build, it works nicely as an executable. If you could build it as an exe so that I could replay it, I'd be more than happy to come back and finish it! This game seems amazing.
Unfortunately I also encountered scartchy audio in the web build and I agree with some others that the up direction for jumping doesn't feel so great. Apart from that I also noticed some gaps between the grid tiles. Though depending on the engine you're using this should be an easy fix. Lastly I recommend some telegraphing for moving downwards, as it is sometimes hard to know where you can safely land. One option could be to add some collectibles like coins that tell the player where there is floor. Another would be to add a dynamic camera that has a look-ahead feature.
Hope that didn't come across too negative, overall I really liked it :D
I can not understand how you were able to get such nice pixel art and level design done in just 48 hours. The storytelling was great and the audio was really nice as well! Great job :D
The art is beautiful and the music reminded me a lot of FEZ. There is something about the controls that I don't like. I don't know if the precision or the physics of the jumps, but it bothered me a lot. I didn't understand the relationship with the theme, but that doesn't make it a bad game. What engine did you use?
Congratulations on your courage and competence in participating in the compo and being able to do something so good!
Conceptually my idea was to make a game where you travel "deeper and deeper" into a character's mind to find a part of yourself, but I overestimated how well I could pull that off in a compo game. I ran out of time to convey that through more text + level design like I'd intended.
I used Godot for this project; I've been really happy with Godot and will probably stick with it for 2D games.
One thing that stood out to me in my playthrough was I never really had a good way to tell what was a background element that I would pass through and what was solid that I could touch. I think because the color palette for both was exactly the same.
For instance, this I can walk through:

While this I can't.

I also just expected that with this platform the bottom tiles would be solid but I would walk behind the top layer (if that makes sense)

This isn't a problem really, but I did want to mention it because I was always a little unsure throughout my whole playthrough.
There were some white lines showing up between sprites sometimes, and the sprites did kinda scale in non-"pixel perfect" ways sometimes making them look wavy - a small detail and not really detracting from a jam game, but definitely something to fix if you expand on it further.
It would be nice to have a sound or other effect to indicate that you've taken damage. And in the icy level, I wanted a checkpoint or something for when all the diamonds have been collected. I got hit by some ice on the way back and had to redo it 3 more times (each time I got more impatient/reckless since I had already gathered the cubes so many times).
I only had one health left at the very end and was dreading my inevitable demise (mostly having to do the whole level again) when suddenly I died to a streaking white creature like myself. It took me a moment to realize I had actually just finished the game. Maybe player speed could be reduced in that section as others have mentioned, or change the tileset in that area to one that feels less "threatening".
Anyway, very cool game. It's so amazing that you did it all in just a couple days!
As other people have mentioned, I had trouble figuring out how to wall jump... in fact, I still don't actually know what the control is for walljumping. I usually just spam the jump button and directional inputs until something happens that seems useful.
(note: when referring to levels I'm going to use "level 1" to mean the first level with the key, not the tiny initial level)
At first I thought that the level design in the second level is a bit tedious--it seemed like trying to run over one of the crystal-shooters would always result in taking damage, so I always had to wait--but I realized in level 3 that it is possible to jump over them right as they start shooting. I'm not sure if there would be some way to telegraph this strategy to the player better, as it would make the game flow a bit better in level 2. Perhaps I didn't try jumping in level 2 because the enemies first show up in a hallway with a low ceiling? Something to think about.
One small nitpick I have is that some of the tiles look like they are going to be background details but end up being platforms (e.g. the tiles that are just a 1px outline in level 1). This didn't end up being an actual problem in any real sense, but if you want your tiles to consistently read as "ground" some of them may need to be changed.
I think that's all I could really think of to talk about... overall pretty good entry. Everything is nice and tied together and well polished.
this is my personal best so far (using his route):

[Ludum Dare 48 staff picks](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#ziggurat) :slight_smile:
[](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#ziggurat)