Fathomless by SilkyPantsDan
Have you ever been mindlessly doodling in your notebook during a meeting? You draw a box. You draw some more boxes. You draw some boxes inside those boxes - before you know it, you've got something of a confusing mess.
What if someone made you play through it?
Welcome to Fathomless.

The goal is simple - get to the flag. Unfortunately - it was a rather long meeting, so you've made life pretty hard for yourself. Maybe you can't quite make that jump - maybe you made it just out of reach - maybe the only way around is to go that little bit deeper into your doodle to find another way through. But hold on - the jump in there looks like it might just out of reach too... you might have to keep going deeper. Or do you? I don't know, you drew it, you find out...
Controls:
Escape key will quit the game. (Desktop)
A/D/Left/Right to move W/Up to Jump
Developer times to beat:
Easy: 02:17:72 / 6 deaths
Hard: 04:16:81 / 7 deaths
Screenshots


Count font credit goes to Ryan W-A on DaFont.com.
Feedback and Post Jam
We are continuing development post jam, and will be announcing details around this soon. Please continue with the awesome feedback and we will add more to our list :)
- Improve player collision handling
- Additional platformer controls (i.e Celeste, SMB, etc)
- More 'level inceptions' - long horizontal/vertical shapes, different entry/exits, levels in walls
- Mobile/Gamepad controls (and builds)
- Thinking about moving platform mechanics. This was initially a design decision (late in the jam) but something we are talking about.
Changelog
[2021-04-28] Fixed end screen skull sprite not rendering correctly. Swapped to PNG sprite. (Something to do with SVG images and CI nographics mode)
[2021-05-05] - Fixed portal bug where you could scale too large for the level - Added Linux binary (untested as we don't have a machine on hand - please let us know if there are issues)
Ratings
| Overall | 405th | 3.825⭐ | 59🧑⚖️ |
| Fun | 679th | 3.491⭐ | 59🧑⚖️ |
| Innovation | 180th | 3.955⭐ | 58🧑⚖️ |
| Theme | 228th | 4.14⭐ | 59🧑⚖️ |
| Graphics | 466th | 4.053⭐ | 59🧑⚖️ |
| Audio | 764th | 3.366⭐ | 58🧑⚖️ |
| Humor | 748th | 2.888⭐ | 51🧑⚖️ |
| Mood | 1011th | 3.436⭐ | 57🧑⚖️ |
| Given | 57🗳️ | 80🗨️ |
The skecthbook aestethic is a great idea. It's like the first drawing of your game began to move and you decided to put it in a webpage :smile:
Very good job !
I have to agree with the comments about the difficulty. Smaller hitboxes on the hazards/character would be good. At the moment, you die long before the art looks like it's touching, which makes it feel a bit unfair.
Overall, a great entry.
Excellent interpretation of the theme too!
I did not notice any bugs though, so congratulations on that! I would love to see this Idea expanded on also, so maybe instead of full boxes around the sub-levels, some of the structural elements of the inner level will be usable in the outer one. I really enjoyed this, good job!
Loved the style and the idea. The hand-drawn design and the animation of the player work quite well!
We are considering to work on this further after the Jam, and will be taking all the feedback into account! :D
Overall great entry. Good Job!
Awesome work!
Also, I recommand you to ajust your platformer mechanics to be more "permissive" for newbies (including me). Take a look at [this thread of the creator of Celeste](https://twitter.com/MattThorson/status/1238338574220546049), really helpfull ^^
The concept of the game is excellent. Some king of level-inception ^^ That's brillant, congrats! I will try hard this game if you made some corrections for stupids players like me XD
Thanks so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1005922340?t=1h15m22s
As others have pointed out - the difficulty is pretty brutal. Especially dying or falling in one of the "outer" levels, having to redo the "inner" levels starts killing your motivation to keep playing really fast. I made it a little over halfway until I goofed up and had to start all over.
Really fun entry!
This part is for post jam suggestions, I didn't remove points for any of the stuff below because this was pretty SOLID!
I think a lot of the difficulty comes from the character collider being inconsistent with the sprite. Even if you increased the player sprite size to match the collider size so it was the exact same game, it would feel at least a little easier, but definitely more fair!
Gonna post a picture for the rest of my comments just to make it easier on me
(You might need to open the image in a new tab to be able to read the text)

It's also nice that you managed to get the bug in the same spot I had, and I'm 99% sure I know exactly what the issue is there too (fwiw it's to do with detecting the direction a player moves through a portal).
Graphics are clean and direct to the point. A bit hard maybe? Great work!!
One thing that felt a little bit unfair/awkward was how you had absolutely no friction with the moving platforms. When I was on this screen, it seemed like it might have actually been impossible to get across the two fast-moving small platforms - I'm sure that it was possible with pixel-perfect precision, but the player's lack of interaction with moving platforms felt really unintuitive.

I'd also echo other commenters' concerns about collision feeling just a bit off - Hazards would often kill me before I had even visually touched them, as seen in this gif. In general, you want the hitbox of your hazards to be smaller than their visual size, just as a matter of pragmatism. When a player dies by just barely brushing up against a spike it can feel very unfair, but if a player just barely squeezes by a hazard that they thought would be lethal, they feel great about it. That small visual change can make a world of difference in how much fun players have with your game, even if nothing changes about how tight a jump is.

I also found myself wishing that I didn't have a fixed jump height - The fact that I couldn't do a short hop was unexpected for a tight platformer like this, and led to several deaths against ceiling-spikes. Given how tight the platforming sections were, as a player I really wanted to have equally tight control over my character.
Overall though, really cool and solid entry! Great job! :)
Still a cool game though! I can see it being a lot more fun once y'all clean it up and polish it a bit.
PS: Your WebGL embed size is quite large! I'm still an old dinosaur running at 1280x1024 screen resolution so I had to zoom out to make the game fit on my screen. A significant portion of desktop users are running 1366x768 and a non-trivial amount are running 1280x720 so please keep those in mind when designing for web :)
The gameplay could be a little tighter for such a difficult platformer. Variable jump height is a must in these types of games that are all about precision.
The character hitbox also seemed to be too big. Making it smaller than the character graphics is always better than frustrating players by having them die when their character clearly isn't touching an obstacle.
Horizontal moving platformers are also frustrating because your character doesn't move with them.

Okay, firstly, well done on making a cohesive and complete game. The graphics also worked well, and I didn't realise that pencil scratchings could be musical - meditative, even. I particularly like the way you styled your title and menu text as well. Plus the S. Classic. Levels being part of bigger levels was a cool mind-blow too. Your game feels pretty complete and polished for 72h, so well done there.
I hate to say it but I found the fun factor to be pretty mediocre - it was my love of the genre that enticed me to see it through. Most of the times I died, my character was not visibly intersecting with a danger, which is frustrating... Definitely make hitboxes small enough to account for that (even with some leeway imo). On top of that, the level of precision required for some of those jumps felt even more precise than the Farewell chapter of Celeste. Keep in mind that you'll always be like 5x better than the average player with the practice you had during playtests (and the fact that you tweaked it to feel good to you), so you should reserve that level of precision for only the hardcorest levels. On that note, keep in mind that every challenge you throw the player should be something they are warmed up to, unless it is a conscious decision otherwise. Um, actually less of an issue but I'll also mention that moving platforms were a little annoying for not moving you relative to them. I'll also say that having the same type of challenge a couple times in a row can be repetitive and boring, not that you did much of that.
Forgive me, I've railed on about the negatives because I'm passionate about the genre. They might be smaller issues for other people, so take what I'm saying with a grain of salt and your own compass. Something you did well was that you gave some leeway when just barely making it to a platform - that's the kind of design philosophy that will make a good precision platformer.
Above all, honestly you're in a pretty good position. You have what it takes to make a complete game, which is a really hard thing to do. A little tightening on your gameplay and level design, and I see a lot of potential.
Keep up the good work.
Some levels seems a little unfair, but overall it is a simple but effective game. I love the fact that you don't move with the platform, that add some good gameplay.
Also about the music, it is a good idea but it is kind of irritating after some minutes.
Good job !
We are (slowly, between other work commitments) continuing the project based on everyone's feedback, and will be posting updates both here and on Twitter (@bananafistgames).
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