The Plummet by cakts
The Plummet is a platforming stealth game where you must travel as deep into the depths as possible. With infinite caves to play through, you never know what to expect. Use your flares to navigate the darkness, bombs to blow up a blocked path, and rope to create bridges between a never-ending cavern. Find upgrades in crates to enhance your tools, and most importantly:
EXPECT A LOT OF DEATH

| Link | https://cakts.itch.io/the-plummet |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-plummet |
Ratings
| Overall | 231th | 3.963⭐ | 43🧑⚖️ |
| Fun | 494th | 3.634⭐ | 43🧑⚖️ |
| Innovation | 461th | 3.61⭐ | 43🧑⚖️ |
| Theme | 265th | 4.11⭐ | 43🧑⚖️ |
| Graphics | 207th | 4.317⭐ | 43🧑⚖️ |
| Audio | 577th | 3.573⭐ | 43🧑⚖️ |
| Mood | 223th | 4.098⭐ | 43🧑⚖️ |
| Given | 14🗳️ | 18🗨️ |
One bug did drive me up the wall, maybe literally? It seems if you run towards a wall and press up against it, the character model gets somewhat stuck from jumping. This made it very counter-intuitive to escape from bombs and enemies; I found myself trying to land just shy of a step up, for fear of getting caught on the wall and being prevented from climbing higher. Most of the mechanics were very smooth, but this left me feeling a bit uneasy about the platforming. In general I wouldn't mind if the character was a bit more nimble as well; maybe it was an intentional design decision, but I felt once I ran into an enemy my options to evade were very slim. Total avoidance was more productive, especially with the laser eyes that appear impervious to damage.
I hope I encountered all the items available, because each addition added a bit more interest to this game, and I really liked the mystery of wondering what the next crate would hold. The rope was a super cool feature, especially after upgrading the length! At the start it seemed only a bit useful, but once I got the hang of it and upgraded it, I was navigating areas on a ton of rope bridges. Eventually I stopped seeing crates and the game got too difficult for me to press on much farther.
All told, this was a very enjoyable experience, impressive and super polished. Awesome work!
@notexplosive Thanks! I'm gonna upload a post-jam version soon with a default pickaxe item, that will break the block below the player, hopefully fixing the occasional annoying spawns. I definitely want to revamp the rope mechanics in a way, so a bungie
@justinmullin Wow, awesome feedback, thank you. I found the wall collision bug you talked about very late into developed, and moved it down in my to-do list to fix (possibly a bad idea looking back lol), I'm hoping to fix it by the release of the post jam update. I've already implemented about 4 new unique powerups/items for the new update, so I'm excited to release it. Thanks again for the great feedback :D
I have only two critic points:
1. The controls could feel a bit more tight. I don't know how to descripe - sometimes it felt like I got a bit stuck on a corner or wall.
2. The music is very repetitive and it got a bit annoying for me after a few minutes.
@gabbeeder Thank you! Will give yours a try now :)
@majadroid Thanks for the feedback :D I plan on fixing those collision bugs in a little update coming soon, and as i've had some spare time I've recently created a much calmer, moodier soundtrack for the main game.
Great job :)