Depthplosion by HPA97
Dodge bombs while they dig a nice hole for you! See itch.io link for more info about how to play, etc.
Made in UE4 (Game Engine). Blender (3D Models), Paint.NET (Graphics), sfxr (Sound)

| Link | https://github.com/HPA97/LD48 |
| Link | https://hpa97.itch.io/depthplosion |
| Original URL | https://ldjam.com/events/ludum-dare/48/depthplosion |
Ratings
| Overall | 492th | 3.405⭐ | 39🧑⚖️ |
| Fun | 581th | 3.122⭐ | 39🧑⚖️ |
| Innovation | 334th | 3.432⭐ | 39🧑⚖️ |
| Theme | 329th | 3.77⭐ | 39🧑⚖️ |
| Graphics | 177th | 3.905⭐ | 39🧑⚖️ |
| Audio | 398th | 3.236⭐ | 38🧑⚖️ |
| Mood | 306th | 3.486⭐ | 37🧑⚖️ |
| Given | 43🗳️ | 52🗨️ |
The game is pretty fun. I like the variability of the bombs. Also the graphics and sounds are nice, they create a nice dark-ish atmosphere. I would maybe dim the player light a bit (seemed too bright) and choose slightly more pleasant colors for the background. I missed music.
Also, I think some kind of a sign that an instantly-exploding bomb is coming would be nice. The player often doesn't have much time to react to it.
Solid entry overall, good job :slight_smile:
The design indeed looks good, but this is an unreal project, where the default light setup looks like this. I advice you not to use game engine default features, because even though they look cool and shiny, but for people like me who has experience both in Unity and Unreal it just feal "yeah, the default settings again".
Despite these, it's far away from bad, just some feedbacks from my side. Maybe if I can interact more to push the game's pace, then I would enjoyed it more a bit.
Pushing the bomb, while a very simple interaction in itself, actually creates a lot of depth to the gameplay since you use this to throw away a bomb but also to place it in a place that will open a path.
Only problem would be the missiles that are going to fast on the player, or too unadvertised. Maybe a sign appearing on the place they will land could help ; it would create a bit of stress too.
Overall a very good entry !
It seems like a common feedback that I've made the white missile a bit too difficult by not giving more hints about it's path, and maybe should've slowed it down as well. I got used to the blue light and dodging away from it but I recognize that it might not work that well especially for people that have difficulties with color vision.
I thought the floating gem was a powerup or something but it turned out to be a bomb. Perhaps next time ensure all hazards are colored the same way so there would be less confusion :P
Apart from that I really enjoyed the game, so nice job nonetheless! :P
Dodging the bombs is quite interesting, even though I found it a bit slow at the start and then the bombs are very hard to see in the dark!
Overall, nice graphics, the audio is fine as well. I just found the game a bit slow before an abrupt end.
Congrats!
@testudor Thanks! I'm very thrilled you found the red bombs creepy!
@fonics Thank you! If I spent more time on it I would've probably have added difficulty modes.
@lazzor I was considering particle effects, but that would require me to learn it first :sweat_smile: . I agree having bombs fall straight down might be a bit dull in the long run. Thanks for great feedback!
@linky439 I was hoping making the game darker would make the bombs more visible with the lights they give off, but it seems like that didn't work out too well. Thanks!
@stephenwhoskins Thank you, that means a lot!
@shaunjs Thank you for the feedback on stream. I was hoping the darkness would add some "Depth" by not letting the player know where the red bombs fell until they lit up in its last moment (I wanted it to add a bit of a creepy mood). It was very fun seeing someone else play my game, and I think you do a great job giving everyone you review fair and honest feedback!
@guimm12 Thank for reporting the bug, I've had it several times but I decided not to spend time fixing it (Me lazy), also it was very similar to "dying" so I figured players would just instantly press restart or something.