Crystal Core by Thomas_Bringer
Dig deeper and deeper to reach the crystal at the core of the planet!
Seek places to dig using your sensor, and avoid the underground's hazards!
Made in 48 hours by Thomas Bringer for Ludum Dare 48 (Theme: Deeper and deeper)





| Link | https://thomas-bringer.itch.io/crystal-core |
| Link | https://github.com/ThomasBringer/LD48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/crystal-core |
Ratings
| Overall | 480th | 3.417⭐ | 26🧑⚖️ |
| Fun | 516th | 3.229⭐ | 26🧑⚖️ |
| Innovation | 460th | 3.208⭐ | 26🧑⚖️ |
| Theme | 241th | 3.896⭐ | 26🧑⚖️ |
| Graphics | 243th | 3.771⭐ | 26🧑⚖️ |
| Audio | 389th | 3.25⭐ | 26🧑⚖️ |
| Humor | 544th | 2.182⭐ | 24🧑⚖️ |
| Mood | 497th | 3.167⭐ | 26🧑⚖️ |
| Given | 20🗳️ | 30🗨️ |
I did notice that the "A" and "W" do not work while "S" and "D" do. At first I thought it was a designed decision to add challenge and I got annoyed but then realized that the Arrow keys work just fine. I also thought I could where I wanted only to later realize that I had to wait for the "dig" indicator. Finally, after like the 5 transition I wanted something different. I think, mainly because there's nothing else to do but "move to the right spot, press button" that having done less layers would've made it more fun. It would've gotten the point across sooner especially since there's no "You got this far, that's this many points, why not go for even more distance/points?" Some sort of incentive to try again when you fail. :D
Yeah perhaps the gameplay is too simple and not enough interesting for that many levels.
Thanks a lot for your review! :D
Well done!
Good work !
@wooliii Thank you so much! Astroneer was an inspiration indeed. And yeah I originally wanted to add enemies and more, but just ran out of time :)
@nosfer Thanks a lot! Yeah I hand-painted textures & normal maps for this game :)

@frostfall @niklas-zhaga Thank you so much! :D
@masaru Thanks a lot! The planet textures and normal maps were hand-painted in Inkscape during the jam (not procedurally generated). Unfortunately I couldn't come up with a better technique to unwrap the spheres during the jam, and I used an icosphere instead of a UV sphere. But yeah I realized that maybe this problem could be solved by using a subdivised cube. Or maybe tiling the texture instead of actually rotating the planet. Anyway it's definitely an issue I would have loved to solve during the time constraint :)
I liked the concept a lot - great connection to the theme. Really nice use of Voronoi patterns.
I did find the transitions to be a little trippy looking, and it would have been cool to see a more "literal" animation of that transition.
Good work!