Well Down by CamCam
You are the knight "Pickaxe Head".
While you were walking with your son, he was having fun on the edge of a well and fell into it...
Headlong you dive into it ! But it seems that you were not alone in this dark place and you decided to go deeper and deeper to bring back your beloved son...


https://youtu.be/RggWfvshPvk
| Test | https://gatitostudio.itch.io/well-down |
| Original URL | https://ldjam.com/events/ludum-dare/48/well-down |
Ratings
| Overall | 1548th | 3.1⭐ | 22🧑⚖️ |
| Fun | 1572th | 2.85⭐ | 22🧑⚖️ |
| Innovation | 1621th | 2.65⭐ | 22🧑⚖️ |
| Theme | 1009th | 3.575⭐ | 22🧑⚖️ |
| Graphics | 950th | 3.65⭐ | 22🧑⚖️ |
| Humor | 518th | 3.194⭐ | 20🧑⚖️ |
| Mood | 1428th | 3.079⭐ | 21🧑⚖️ |
| Given | 11🗳️ | 13🗨️ |
The physic is, sadly, really clanky. Even jumping is sometimes really hard to achieve. The level design is hard to understand too ; while the intention are good, there are dead end with bonuses : you can take these, but cannot go back to the rest of the level after (or very hardly). Some jumps are frustrating because you have to jump into a pit, not seeing the potential ennemies or obstacles.
I get that the level design is made to look like a labyrinth and that it encourage exploration, but it's sometime too hard to get back on the main path.
The character is original and the idea to be able to get a grip on any wall was nice, but the physic kinda ruins it.
On the other hand, the introduction is well made and it's a good surprise to see this in a jam game.
The ideas are good, the execution was a bit jamed ; it's a nice attempt.
@scott-steffes, yeah, it was made on purpose, so that the game is a bit infuriating, haha ^^
Cool concept though!
@merpui Thanks for playing the game, however there is a fall damage system, which makes it that if you fall from too high, you die and it restarts the level automatically. Try to catch the wall while falling so that you can glide onto it and not die from fall damage !
I like the diagonal dashing, but it was by complete chance i discovered it was there, would have been nice to have something telling you it was!
(also I think I got teleported back to the start after picking up a red sword(?) was this the end or something else?)
+1 for the spikes merging quite awkwardly contrast wise with the background :)
Also fall damage being somewhat unforgiving was quite confusing, falling from a certain height killed you but not another.. (I think this is why some said it was resetting, when it was actually death from falling)
I really liked the character movement however, jank aside :)
@enrique-romero : Yeah, there are collision issues, due to how tilemaps work in Unity, we'll fix that in the future updates of the game !
@epicgamefan : The music will be changed so that it doesn't restart when the level restarts.
Thanks to you for giving us feedback ! :)
*PS:Animated introduction is really fun.*
Also the spike graphics are a little bit blending with the background so I accidently hit them without seeing them a lot. But I like the wall graphics and the animation of the character and such.
The levels throw a lot of new mechanics at the player and don't explain what many of them mean. I would have loved to see half the mechanics (this would have still been plenty) with twice the attention paid to each one. I died several times before realising that there even was a spike near the start (it has a similar colour to the background), and I wasn't sure when I could kill enemies or when they would kill me. More animations/effects to tell the player what the world is doing would go a long way.
There is a good charming core of a game here, so I hope you keep it up.
@googlefrog you can kill the bats by dashing towards it and the other enemy, by jumping onto it.
Thank you all for the feedback !