Curiosity by Bodaciouslycrazy
While exploring Mars, a wild dust storm forces you underground to shelter. But as the storm forces you to dig deeper and deeper, are you prepared for what you will find?
Controls: - WASD to move - SPACE to jump - E to pickup tools - MOUSE WHEEL to switch tool slots - LEFT CLICK to use your tool




Ludum Dare 48 submission from Wolf Pack:
Programming by Bodie Malik and Taben Malik
Art by Jacob Ostrander (@thepocketoctopus)
| Link | https://bodaciouslycrazy.itch.io/curiosity |
| Original URL | https://ldjam.com/events/ludum-dare/48/curiosity |
Ratings
| Overall | 1516th | 3.135⭐ | 28🧑⚖️ |
| Fun | 1227th | 3.135⭐ | 28🧑⚖️ |
| Innovation | 1425th | 2.827⭐ | 28🧑⚖️ |
| Theme | 821th | 3.712⭐ | 28🧑⚖️ |
| Graphics | 1429th | 3.135⭐ | 28🧑⚖️ |
| Humor | 1377th | 1.958⭐ | 26🧑⚖️ |
| Mood | 1575th | 2.885⭐ | 28🧑⚖️ |
| Given | 16🗳️ | 29🗨️ |
It looks like having two super drills and swapping between both is the easiest way to win the game. Sadly, there's no point killing the enemies since we can easily run away from them.
I really liked the mechanics at play here. Was simple to grasp that you had to avoid the storm and go deeper.
Decent difficulty i only made it to 30 something.
I didn't understand what the rocket was for since i was always digging and there was no fall damage, hm.
Nice job.
Also, love the "doritos ok" check in the start screen :laughing:
@squirmonkey I was aware of that bug. I spent so much time trying to get that cannon to work correctly, but it just didn't want to cooperate. In order to find out what block to damage, I need a 2d position inside of that block. When using raycasts this is easy, just take the point of contact and subtract the normal of the surface. But the cannon projectiles use a trigger collider which doesn't give me much information about where the collision happened. No raycast, no normal. Sometimes the collision is detected before the projectile enters the block, sometimes its already inside the block due to it's speed. I tried so many hacky solutions, and this was the least buggy of them all. It still bugs me.
@fist-full-of-shrimp This was the first time I had dabbled in procedurally generated infinite worlds. All the level generation was done using a mixture of simplex noise, perlin noise, and some logic rules for spawning items. Damaged/Destroyed blocks were stored in a separate data structure and applied ontop of the procedural generation. Taben was mostly the mastermind behind the world generation, he's a madman.
@tarcisiotm Thank you! All the art was from Jacob Ostrander. This was his first time working on any video game before! He learned so much in such a short period of time.
I also found that the drill situation was the most fruitful way for me to progress. It would be cool if there were powerups that also like gave a shield or like ways to regain some health as you went down! Or if there are then I may not have progressed far enough yet! But overall really fun game and control s that feel good! I definitely pfelt pressured by that dust storm!

Really great entry. I like that it is challenging, but always fair. Cool mechanics.
Double-drill meta OP. :thumbsup: :thumbsup:
I had a lot of fun with this one once I got the hang of it. This was a nice all-around experience with plenty of room for improvement. Would love to see where you take it if you decide to expand on it further. :)