Super Drill Diver! by Cornflowerblue

Help Drillary descend into the catacombs of the ancient sunken temple. Wrought with monsters, her only hope is her trusty Drillerator - A super high-tech drill that can fire laser beams!
(About 25 floors of meaningful content...) Thanks for checking us out!
Update: Fixed a bug that made it not very playable for keyboard bros.
Our social medias... (Twitter!) @mrbluemydude (Programmer/ Graphics) @CFY98 (Music)
| Link | https://cornflowerblue.itch.io/super-drill-diver |
| Link | https://cornflowerblue.itch.io/super-drill-diver |
| Original URL | https://ldjam.com/events/ludum-dare/48/super-drill-diver |
Ratings
| Overall | 77th | 4.198⭐ | 65🧑⚖️ |
| Fun | 95th | 4.079⭐ | 65🧑⚖️ |
| Innovation | 511th | 3.566⭐ | 63🧑⚖️ |
| Theme | 834th | 3.706⭐ | 65🧑⚖️ |
| Graphics | 4th | 4.794⭐ | 65🧑⚖️ |
| Audio | 23th | 4.419⭐ | 64🧑⚖️ |
| Humor | 237th | 3.681⭐ | 60🧑⚖️ |
| Mood | 325th | 3.975⭐ | 63🧑⚖️ |
| Given | 36🗳️ | 52🗨️ |
The only issue I had is pressing Enter on the keyboard wouldn't pause the game, but the start button on my xbox controller did.
Otherwise downright fantastic!
It was kinda hard to play with an azerty keyboard but controls were really responsive tho!
I did have trouble with the camera movement it was really sensitive to every mouse move I made, I even turned down my mouse's dpi. Bats were a struggle to deal with. And the Enter button on Keyboard did not function so I could not restart the game without closing and re-opening.
Thanks for the kind words and critique!
the art? cute and solid as hell. gameplay? awesome!!
Could it be that you implement an aid for landing on the moving platforms? 10/10
The music and sounds are astonishing.
levels where kind of... shapeless? what they were really fun.
I had some trouble with aiming and found enemies had a bit too much health. I would have liked to start levels with full health and only take damage from falling into the abyss. I also thought it was a little punishing having to start over upon death.
Even so, I had a blast. Great work on it.
Love the art style and the music, though, it's something I'd see myself buying on Steam if it ever gets developed into a fully fledged game. Nice work!
IMO improvements:
* Controls are a little bit too sensitive / too much air control, etc
* It is VERY punishing that you always start from the beginning with nothing. Slightly too hard for me.
* even though I love the "sucess" music tends to be a bit annoying. absolutely LOVE it's fail pendant when you fall down the level.
- too sensivity mouse control;
- too difficult catching the key in level 2.
But it's realy nice work!
It looks like a few other people agree that the controls are a little off. I actually love platformers that some people would call "floaty" or "unresponsive," like N++. Being more charitable, I would call them... "momentum-centric." I think my beef with the controls here stem from the fact that on the ground, the character turns on a dime, while air control is very low. It's realistic, but it's not what most people would expect. Funnily, I did this exact thing in LD44 and [got the same criticism](https://ldjam.com/events/ludum-dare/44/meltup). The instadeath pits are also pretty harsh, and I feel that the gun could have used a liiittle bit of autoaim.
The modular level generation was a great idea, though! Would love to see more of that in 3D platformers.
However my biggest complaint is with the combat encounters. It felt like a chore clearing the level of the enemies. There was no way to get around them, just, run, turn, shoot, run, turn, shoot + not being able to move the aim reticle off the 2D plane was frustrating. Having some sort of targeting system would help a whole lot.
Even with the design flaws in the game (which I think are pretty straightforward to remedy) I think the technical achievement is massive! I'm blown away by the unique art style, procedural generation, and scope/scale of this for a 72hr jam. You should be very proud of yourselves!
I will say, however, the jump needs a lot of work - it's very slidey and floaty and hard to judge your distance. Look to games like Hat in Time for what a perfect jump feels like. This game also could use some sort of z-targetting for airborne enmies. There's a lot of bells and whistles to this game, but it needs more focus on getting the platforming basics down.
Overall fantastic effort and I really want to see this team go all the way with this. You're already extremely close.
Music and graphics are colorfull and upbeat. The wobbly effect on the girls hair when she runs is particularly cute.
This is a fantastic start to something bigger if you decide to take it in that direction!
Side note: I love character controllers that have a bit of leniency allowing you to still jump even though you just walked off a ledge a bit. It always feels great.