Darkest Depths by skipi

Doom is here. A monstrosity is beset upon us, and doom will surely come. However there is still hope. In the caves there lies 10 powerful relics that may yet save us. However each relic carries with is a curse and you'll have to descend deep to gather them all. Beware the caves. Descent is easy, however to rise from its depths may fell even the greatest of warriors.

Hello everyone! This is our LD48 game, Darkest Depths. A retro FPS game where you delve into a cave to find relics. Each found relic makes the game harder (right now each relic's effect is not shown. We plan to rectify this in a patch.) This game was made by a group of developers, artists, writers, and streamers from our discord group, the Insomniac's Carnival! If you like out game and want to see what else we're up to or just hang out, feel free to join us here: https://discord.gg/UUJkMFhsSN

There are some bugs in the build that still need to be resolved, however that's normal for a jam. We do plan to continue working on this project and we'll be adding a link alongside our original jam entry on this page! Please play our original entry first if you wish to rate us.
CONTROLS: WASD to move LMB to attack E to interact/advance text SPACE to jump 1/2 or MOUSE WHEEL to switch between weapons
DISCLAIMER: The web version may be laggy or buggy (web export is known to have issues in the Godot engine). If this happens, please consider downloading the executable for your platform, it runs much smoother than web!
CHANGELOG: - Fixed agent navigation - Fixed crash when certain relic was enabled - Fixed missing sound effects and music - Attempted to optimize the web version a little - Added a prompt to the into to make it clearer that E advances text
| Link | https://github.com/Scipi/LD48 |
| HTML 5 (web) [original] | https://scipi.itch.io/darkest-depths |
| Link | https://scipi.itch.io/darkest-depths |
| Link | https://scipi.itch.io/darkest-depths |
| Link | https://scipi.itch.io/darkest-depths |
| Original URL | https://ldjam.com/events/ludum-dare/48/darkest-depths-1 |
Ratings
| Overall | 1632th | 3⭐ | 22🧑⚖️ |
| Fun | 1702th | 2.65⭐ | 22🧑⚖️ |
| Innovation | 1687th | 2.575⭐ | 22🧑⚖️ |
| Theme | 1280th | 3.35⭐ | 22🧑⚖️ |
| Graphics | 1378th | 3.2⭐ | 22🧑⚖️ |
| Audio | 884th | 3.225⭐ | 22🧑⚖️ |
| Mood | 1021th | 3.425⭐ | 22🧑⚖️ |
| Given | 39🗳️ | 9🗨️ |
I think you attack a lot faster than the attack animation lets on which was kind of confusing.
The concept of the game is interesting and the lore was surprisingly deep for a jam game.
great job guys!
(Also I managed to play the html5 version just fine on an old surface pro 3)
I like the controls, and the graphics and audio are pretty good!
It'd be nice to have a more active bow animation, and maybe an actual arrow that maybe you can pick back up.
Good job!
@profit You can jump (space). However there is a relic which its effect is to disable your jumping. Relic effects aren't displayed anywhere to the player in the jam version (there just wasn't enough time), so sorry about that. We also wanted to have full screen mode, but we realized at the last minute the entire gui wouldn't resize and align properly, so we locked the window resolution.
@comicsans Unfortunately if web version is not working for you there's not much we can do. Web export in the Godot engine uses GLES 2 which the engine historically had problems with (apparently). I recommend downloading the executable for your platform and trying the game on there if the web version refuses to work.
@cyzaine We made it in Godot! c:
@iuunno You're correct we wanted to have the pickup system display on the gui. The objective of the game is supposed to be collecting relics on each level and we wanted to show which relics you currently have on you and which have already been recovered. The gui wiring never got done even though all the art assets were made.
@matt-swieboda Thanks for this suggestion, I've went ahead and added it c: It should make the initial controls clearer. I also really like the idea of a retrievable arrow. We really want the bow to be a weapon you have to count your shots with and limiting it to a powerful, single shot use would do that nicely I think.