Let's Go Deeper by Deozaan
Let's Go Deeper
Let's Go Deeper is a Breakout / Arkanoid style game in which you must break all the bricks and other obstacles to progress to the next level.

Controls
Mouse
Move mouse to move paddle. Click to launch ball.
(We strongly suggest going fullscreen when using the mouse)
Keyboard
WASD or Arrow Keys to move. Spacebar to launch ball.
(Xbox) Gamepad
Left stick or D-Pad to move. Press A or Right Trigger to launch ball.


Ratings
| Overall | 929th | 3.5⭐ | 42🧑⚖️ |
| Fun | 682th | 3.488⭐ | 42🧑⚖️ |
| Innovation | 1716th | 2.538⭐ | 42🧑⚖️ |
| Theme | 1336th | 3.288⭐ | 42🧑⚖️ |
| Audio | 414th | 3.713⭐ | 42🧑⚖️ |
| Mood | 1008th | 3.438⭐ | 42🧑⚖️ |
| Given | 57🗳️ | 32🗨️ |
You didn't put it into your ratings but the art and especially the background is really pretty and gives a unique atmosphere combined with the gameplay.
We noticed that the webgl didn't work on Itch on several browsers.
We had to make a development build and it should work fine now.
Haha Thanks, those 'monsters' are actually one of the few things we made ourself, most of the other art is from other (free) resources, therefore we opted out on Graphics.
Sadly our artist let us know 1 day before LudumDare started that he couldn't made it because other commitments.
My only real issue is that the web version had some real framerate issues for me from time to time, which resulted in a sort of occasional slide-show.
All in all, nice job!
Thanks for the kind words!
Can you please,try clicking on the fullscreen toggle,when on the webgl version.
Unity Webgl is seriously flawed but we noticed that going to fullscreen smooths things out most of the time.
@drgrognak
You can try going to fullscreen (there is a toggle on the menu), this should fix the issue on webgl where moving outside the applet loses control.
@raptor851
Am i correct this is also experienced on webgl, non fullscreen ? try toggling to fullscreen.
@nabo369
Thanks, i make sure to let our musician know, we also dig the music a lot and are very happy with it!
The only real complaint is stretching on wider displays. Check my screenshot.

Thanks!
@civmaniac
Yeh, it seems on webgl,when going to fullscreen, it doesn't keep the ratio we've set it.
On the downloaded version it should keep the ratio.
Always something with Unity Webgl :)
Liked it, it's quite simple and "classical", but it's well done and works very well. You have a full gameplay loop, graphics, music and sounds so very nice work reaching this point in 72h overall. Big bravo to you guys !
Game stays fairly easy till the end. I lost only one live very early because I did not pay attention enough :D

Awesome score!
Yeh what seems hard for one person is too easy for another. It's hard to get the difficulty right in a game, specially in a jam.
First we wanted to make 50 levels, soon enough we found out 20 was enough.
Now, i think 10 levels would be enough for the content we had.
For a jamgame, shortbursts of fun and surprise is the best i think. Lesson learned for next LD :)
Thanks for playing, and indeed, introducing new mechanics sooner would have been a better call for gamejams. I agree.
@jim-jagers
Thanks for the kinds words,i'll make sure our musician knows ;)
Thanks for the feedback.
The text is indeed sometimes a bit hard to read. Having your own personal score at the highscore screen would be a nice touch indeed. We do have your personal best showing during gameplay as alternative.
A lot of good points, but sadly you know how it is, a lot of ideas get sacrificed because of time
restrains.
Thanks :)
@villanelle
You can see the highscores from other people on the leaderboards.
But i guess you mean during gameplay, where it shows your personal highscore, you want to see the
highest totalscore ?
That would be cool i guess, see your target score.
As soon as possible I will make my analysis. :)
https://www.youtube.com/watch?v=hJ5NvUWYiJM
Thanks :)
@gustavo-christino
Thank you!, i enjoyed watching you playing our game.
1 - Mechanics, Learning and Flow:
The main mechanics are to keep the ball in play (without letting it cross the "bottom line", while it bounces off reaching elements that are (little by little) broken. There are still elements with different interaction, and there are also mobile elements with images derived from the art of Space Invaders, further increasing the degree of identification with the game scenario.
Learning how to play is not very difficult, the difficult thing is to become really good (and put your name on the table of best scores).
The game has a good flow too, it ends up challenging more and more (how far I managed to get).
2 - Graphics, Audio and Narrative:
The background art has a little to do with the art of interactive elements in the sense of the playable part.
The music didn't seem to match the game much, but the sound effects played their role very well.
I don't think the narrative was focused on this project (and that's okay).
3 - Culture:
The game explores the ability to generate identification by adding elements of Arkanoid and Space Invaders. In addition it ends up bringing people together through the use of a table of better scores.
4 - Monetization:
I believe that if there is a harmonization between the artistic elements and the mechanical elements, this game could be sold for smartphones (with advertisements, and the possibility of acquiring new chances to play). In addition, I suppose that a system for the team to create new stages can serve to keep the game's lifespan longer.
Color coding the ball power to the brick color was a nice touch - of the unique elements the portals stood out as the most interesting.
Not reached the end yet - will come back and play more!
I don't think I ever experienced more suffering and loss than I did during that "To Be Continued..." :sob:
As I mentioned in the VOD, I'm a big fan of this one. :slight_smile: I could easily see myself killing a bunch of time on this, if given the opportunity. A classic simple premise polished to a T, very nicely done!!
Nice job!