Deeper Devils by 3amsoda
A falling fps game, and my first Ludum Dare Entry :smile:
jump on guys or touch the ground to reload!
Controls:
-WASD to Move
-Mouse to aim and shoot
-Space to Jump
The game is pretty short and keeps track of your time and other stats to shows you once you make it to the end, try to beat my time of 58 seconds :)
All art and code by me. Audio was from free-to-use SFX libraries so I'm opting out of that category.

| Web Build | https://3amsoda.itch.io/deeperdevils |
| Link | https://3amsoda.itch.io/deeperdevils |
| Original URL | https://ldjam.com/events/ludum-dare/48/deeper-devils |
Ratings
| Overall | 308th | 3.906⭐ | 34🧑⚖️ |
| Fun | 249th | 3.859⭐ | 34🧑⚖️ |
| Innovation | 319th | 3.774⭐ | 33🧑⚖️ |
| Theme | 286th | 4.094⭐ | 34🧑⚖️ |
| Graphics | 581th | 3.953⭐ | 34🧑⚖️ |
| Humor | 737th | 2.897⭐ | 31🧑⚖️ |
| Mood | 1277th | 3.226⭐ | 33🧑⚖️ |
| Given | 34🗳️ | 27🗨️ |
I feel that it's very hard to "flow" in the game, meaning that I always ended up hitting something, which was a little frustrating. Also at times the amount of things coming at me are overwhelming which makes making snappier decisions pretty hard.
Other than that, I found the concept of the game very interesting and well executed. I especially liked the cartoon aesthetic of the game.
edit - the world needs more enemies of type 'octopus with gun'
I took me some time to understand the spike from above!
I made a falling game too, but with a twist so that you can perceive depth! If we could combine our games it would be so crazy!
I love the Wolfenstein style graphics, but it makes decision making hard and frustrating.
Overall, I like this game alot.
I'll keep it by myself to play again later on!!
Really great entry!
I felt like the mechanics were super easy and intuitive to pick up. You did a great job adding a quick intro and the recap at the end showing the stats was great touch for the Speedrunner part of me.
My stats from best playthrough:
Time: 161S
Deaths: 8
Shots fired: 130
ayy made me rage a lot xD , really cool game though idk if hugging the walls was a feature but it was a good way to slow things down or you could shoot once , really innovating game and fitted the theme , gj!
I really like the interactions between speed, reloading, and shooting. Took me like 6 tries on the final level to realize I could shoot to give myself more time, that was a great "Aha!" moment
Could have used a bit more used with a louder gun SFX, but super great nonetheless !
Great work! :smile:
Almost everything is done right here. I found the lo-fi mashup art style charming and unique, and it had a lot of nice little touches like the text-tilt on reload (more basement punk DYI than a gun animation!) and the motion lines when falling. The sound effects you chose effectively communicated gameplay information I needed, such as "am I wall sliding."
I thought the core gameplay was very well done. It takes a few ideas from downwell and riffs them into a cool new experience. I liked that you made the game more about movement than about the shooting, and didn't go overboard with the enemies blasting at me, or force me to shoot a ton. I think that was the right direction here, since the movement was the cool stuff.
I'm a big fan of games with unusual core movement and good gamefeel, and you did it here. If I could tweak one thing about the controls, it would be that while on the ground (but probably not while in the air) I could have used some acceleration from zero to full speed. When I stopped on a platform and wanted to peek over the edge, it felt really jerky to get instant full speed, and I went flying over the edge a few times. No big deal, though!
The difficulty and length of the game were just about right for me.
All around very nice solo jam entry, look forward to seeing what you do next time.
So this was fun lol. I liked the mechanics in play here. I thought it would be like downwell where you'd more or less just be moving down and maybe just stomping the occasional enemy, but this was more puzzle-like and that's always a good thing. Loved the design of each level and how you had to combine shooting to aim yourself, landing on an enemy and sliding along the walls. Made things very strategic and very satisfying. The art was nice and goofy as well lol. No qualms there.
All the game needs is some quality of life improvements here and there and it would be even better. Maybe just lower the speed at which most of the red traps move (the spinners were real killers, along with those red platforms which had a small hole lol) so that it's a little more easier to aim yourself. Also maybe make the player's hitbox smaller so that it's a little easier to pass through holes or tight spaces cus it's honestly a little frustrating when you think you should be able to fit in a gap but you don't.
None the less, the game was designed well and was fun. Heck, I saw your LD page, is this your first LD ? Serious kudos to you on this entry if it's your first but good job either way