So Below by metadept
Wander hopelessly through twisting subterranean catacombs. Ponder odd statuary. Lament the lack of audio. Dream of the surface world, long-lost.
- WASD - Move
- Mouse - Look
- Left Shift - Sprint
- Space - Jump
Made in Unity 2020.3. Meshes created using Blender. Textures created using Substance Designer.
Update 4/25/2021 11:10pm - Reduced mouse sensitivity and added Windows standalone build

| Link | https://github.com/alex-lawson/LD48 |
| Play in Browser | http://metadept.com/ld48/ |
| Windows Standalone (49mb) | http://metadept.com/ld48/LD48_SoBelow_Windows_x86.zip |
| Original URL | https://ldjam.com/events/ludum-dare/48/so-below |
Ratings
| Overall | 740th | 3.017⭐ | 31🧑⚖️ |
| Fun | 885th | 2.125⭐ | 30🧑⚖️ |
| Innovation | 820th | 2.407⭐ | 29🧑⚖️ |
| Theme | 190th | 3.966⭐ | 31🧑⚖️ |
| Graphics | 209th | 3.821⭐ | 30🧑⚖️ |
| Humor | 604th | 1.891⭐ | 25🧑⚖️ |
| Mood | 134th | 3.821⭐ | 30🧑⚖️ |
| Given | 29🗳️ | 44🗨️ |
Mouse movement is a little fast for me. And I wish there was more to do than walk around.
Overall, lovely visual style. I'd love to see a post-jam version with some more gameplay added.
The one thing I simply can't get over are these art assets-- seeing painted objects that hold up on close inspection with fine-grain detail is really incredible. I feel like all the atmosphere needs for improvement is a little lighting contrast, and even then, the sort of displaced look on the bricks more or less takes care of that.
Save for a single hole in the ceiling I saw, I couldn't even tell it was Procedural until I restarted the game and saw it was a different layout.
I do wish the atmosphere had a bit of audio or that the gameplay were a little more involved, but for a compo entry I really like what you were able to put together here. Great work!
The mood is really great and I played like 5min before wondering if there was an end xD
I do think that the part I enjoyed most was when I really could feel the raw enormity of the environment. I'm not sure if it's possible to capture that feeling for longer, somehow--I think one thing that could help is more variety in the component parts of the dungeon. The suspension of disbelief becomes harder once the same parts have been seen twenty times rather than three.
I especially liked the walled-off tunnel sections that had light coming down. I think having a couple more sections that indicate that *there is something else here* just out of reach could really add to the feeling of scale.
I'm honestly not sure whether this game actually feels like it needs sound. I think it might be possible to make it better with sound, but right now it feels pretty good nonetheless. I might even give it four stars or so in the audio category simply because the sounds in the game are pretty appropriate...
I think I would disagree with other commenters in that I don't think this game really needs anything else in terms of gameplay or story, etc... the pure atmosphere of "exploring a huge place" is hard to beat with extra gameplay, I would say.
So yeah. Great entry!