X Feet Under by morphine
Bring the remains of your deceased companion to the deepest point in the lands
Download/Play now in browser: https://morphinegames.itch.io/x-feet-under (source code/PC version are at very bottom)
Note WebGL requires a decent computer, if you have performance issues download the PC build instead.
About X Feet Under
In X Feet Under, you must dig deeper and deeper in order to reach a suitable place to leave the ashes of your companion. You must build ladders, torches, air ventilation systems and more in order to get further and further down.
Find hidden epitaphs and flowers along the way that you can use to adorn the grave of your lover once you reach the bottom.
Monitor your air and health levels carefully because there are no save points and dead means dead.
X Feet Under was created for the LDJAM #48

Gameplay
The game is a first person perspective survival game where the main loop consists of picking up blocks and recycling them to make room to dig further down. Blocks can be deposited into a recycling bin to make room and also to upcycle them into something more useful such as lanterns and air vents, which are needed for the farthest depths.
You will find shrines throughout the game where you can leave the urn of your companion, but the best shrines are at the deepest depths. Don't settle!

Controls
X Feet Under uses standard FPS controls (sorry no gamepad support)
- Look: Mouse
- Move: WASD
- Pick up/Place Block: Left Click
- Rotate Block: Tab Key
- Interact: E Key
- Jump (hop): Spacebar
- Toggle Y Axis: Y
- Respawn: Delete
You can turn the music off by interacting with the radio on the surface
Assets and Tools
- Engine: Unity
- Music: Garage Band
- Sound Effects: https://sfxr.me/
- FPS Controller: Based on Unity Standard Assets controller
- Font: https://www.dafont.com/minecraft.font
Final Thoughts
- Wow, this was a tough LDJAM. I loved the theme, but I pushed it right to the end.
- The graphics were intentionally kept simple and I left out shadows to keep WebGL performing.
- I wish I had time to implement some save state functionality - like remembering if you've seen a popup. I also ran into some sprite bleeding which I didn't have time to track down

Ratings
| Overall | 407th | 3.515⭐ | 35🧑⚖️ |
| Fun | 553th | 3.172⭐ | 34🧑⚖️ |
| Innovation | 539th | 3.061⭐ | 35🧑⚖️ |
| Theme | 233th | 3.909⭐ | 35🧑⚖️ |
| Graphics | 335th | 3.606⭐ | 35🧑⚖️ |
| Audio | 309th | 3.391⭐ | 34🧑⚖️ |
| Mood | 486th | 3.188⭐ | 34🧑⚖️ |
| Given | 26🗳️ | 44🗨️ |
Music: The BGM music had a good tune and pace to it. I like the little remix that kicks in halfway. It slaps for a while but I had to tune it down after 10 mins. Still enjoyable though!
Gameplay: The game is challenging! Feels like every block pickup and placement has to be carefully considered. You did a good job balancing it altogether. I'm definitely going to revisit this again.
Good job on the game! Looking forward to seeing more compos/jams from you.
However, it seems like you used a lot of stuff from one of your other games [Colliderscope](https://morphinegames.itch.io/colliderscope). I looked at your source code, and a lot of "dates modified" of yourfiles line up with January 2019 when Colliderscope was released onto itch.io. You should probably disclose that you reused source code and/or assets because people will think you made all of this during the 48 hour jam.
Right at bottom of compo rules:
"You’re free to use any tools or libraries to create your game. You’re free to start with any base-code you may have. At the end, you will be required to share your source code."
If you are under the impression that I reused the block placement code, I can give you a 100% guarantee that I did not. I only reused the FPS controller which was movement/jumping/looking. All block management code was written for this jam. I'm happy to send you the source code for Colliderscope and you can compare them yourself if you really want to validate whether I broke the rules or not.
Let me know and I'll send you a dropbox link for Colliderscope's source
Edit: I uploaded the source to Colliderscope (without any paid assets so it won't work out of the box)
https://morphinegames.itch.io/colliderscope
Anyways, I already gave you a nice rating prior to this because I think the game is great. I appreciate you freely sharing all of the source code and receipts. Keep up the good work !
@karlipoppins Thanks!
I think I'd prefer the game without the critical time mechanic because it is pretty chill otherwise.
UI: To be honest, too much text. The font is tough to read, and the disclaimers/tutorials pop up too much. I know there is a lot of mechanics you have (which is very impressive, again), but it makes for a very reading-heavy tutorial which is not ever a thing I like having to do. Aesthetically, the font you have chosen matches the blockiness of the graphics, but I actually would have preferred a more pleasing font to the eye since you have so much text.
Audio: The song is actually really addicting. The sound effects are solid. Turning off the radio is such a small touch but I really like it lol.
Overall very impressive, i think most of the issues i have are because you didn't have enough time to create a proper tutorial or pace your mechanic introductions. This stuff can all be fixed easy post-jam. Great job, and sorry if i was too harsh!
I got stuck inside a pit a lot of times and that often lead to having to restart the game :( Wish there was a jump to at least go up 1 block.