The Deeper The Deadlier by EPU
Story: You are a liberator- A machine tasked with killing an alien infection of a planet which is destroying the planet slowly. You must go deeper and deeper to purge the infection and destroy the monster at the core controlling and creating more of these parasites.
Info: Made in Unity using the A* plugin, art made in Paint3D, Microsoft Paint and Adobe Photoshop
Credits:
Unity devs: Fredripper, EPU, RustyLegacy
Art: Corndawg, CursedFlames, Warrior110, BaguetteDoggo
Music: HyperAzpect, CursedFlames
Ratings
| Overall | 1751th | 2.833⭐ | 23🧑⚖️ |
| Fun | 1621th | 2.786⭐ | 23🧑⚖️ |
| Innovation | 1606th | 2.667⭐ | 23🧑⚖️ |
| Theme | 1887th | 2.19⭐ | 23🧑⚖️ |
| Graphics | 1619th | 2.81⭐ | 23🧑⚖️ |
| Audio | 1123th | 2.81⭐ | 23🧑⚖️ |
| Humor | 1332th | 2.1⭐ | 22🧑⚖️ |
| Mood | 1722th | 2.571⭐ | 23🧑⚖️ |
| Given | 15🗳️ | 13🗨️ |
The enemies we super aggro, meaning you had little time to get your bearings, and if you got hit, it was most likely by 3 or 4 at a time and your whole life bar was gone. Adding some I-Frames would have been a good idea on getting hit, Or finding a way to let your player not stay in trouble. Too many times getting trapped in a corner made the game very frustrating.
Guns fired a little slow too, Having a gun that fires slow is good, if it kills quickly, or knocks back consistently, but it didn't feel like they did for how slow they shot.
Good little game, needed some more attention paid to the mechanics. Play testing is important.
Your UI was completely messed up. I think you might want to look into Unity's canvas scaler which is attached on canvas elements by default. It allows you to turn on UI scaling by screen width/height so everything will be the correct size no matter the screen size.
Got stuck on level four I think. The teleporter just didn't activate and let me go through. The same visually happened on the level before that at least but still teleported me.

And at some point a piece of the background pillars that was previously not visible appeared. Maybe some z-ordering issues.

The controls were kinda fine but the platforming was plagued by weird physics glitches. Getting stuck on ledges and walls was common. That gravity reversing field on the edges of the screen was very odd and confusing at the beginning. I think there were some other floaty gravity affecting placed as well which made contextualising the game whether it's platformer or top down not too clear at first.
Needing to pick up the gun was unnecessary in my opinion. Especially annoying on the second level where I managed to kick the gun off screen few times before actually successfully picking it up. At least not having to press a button to pick it up might have been better. Kinda weird that this least used key was the only thing explained in game.
The combat could have used more feedback. Shooting the enemies and getting hit just didn't feel like they had any impact. The damage caused by enemies also felt very inconsistent. Sometimes they killed you in mere fractions of a second while sometimes they felt like just tickling you. Maybe some invincibility frames would have offered a better more consistent experience.
Gave it a few more tries and now made it to the (final) boss. The boss seemed quite manageable at first before it did the swoop down and ram you manoeuvre. The biggest issue in that fight was getting stuck at the ledges. And holy hell was that boss way too tanky! The same over tankiness issue was actually there on the few levels before that fight too even with that op gun. All the gun effects looked cool by the way. I guess there might have been a better gun on the boss room floor besides the crappy starting pistol but you can't drop or pick up another once you have selected it. Then forcing the player to replay the whole thing again just to give it another go? No thanks!
But yeah, good job! :thumbsup:
Other than that, it seems like fine side scrolling shooter. And actually I liked running for my gun, while being chased by enemies, it made for interesting tension - when it worked obviously.
A few suggestions:
- It desperately needs a checkpoint system, or at least a level select.
- I think it starts a bit too hard. Maybe a first level with just 1 box would have served as a nice tutorial.
- You should not be able to push the weapons, otherwise it's possible to push them outside of the level, which means you can't do anything (happened to me more times than I'd like to admit lol)
Cool entry, haven't seen anything similar yet, so props for that!
In other terms - consider how failure states are implemented in Resident Evil 2, and its 2019 remake. In original RE2 combat is kinda easy, but failure is heavily punished, as player is pushed back to main menu, and you can save your game only in specified locations, using heavily limited item.
On the other hand in RE2 from 2019 combat is wayy heavier, but player is not punished for failing in combat challenge - you are usually pushed back only a little bit, and game loads itself almost in an instant.
And I think, that your game does both. Combat is skill based and difficult, and failure is heavily punished. I dont really enjoy being pushed back to start, only to fail at a challenge few levels in.
I see you talk about "Rage games". While I haven't played many of those, I believe they usually have some kind of checkpoint system or level selection. The problem with returning the player to the beginning is that they have to do all the easy stuff again and that's a pretty big turnoff.
Hope this helped, keep it up!
Browser had some issues with text being ginormous