Dive & Dig by andrewkennedy

Dive deep into the ocean? Dig deeper underground? Why not both?
Controls: Left click to move
Please leave a comment, and I'll be sure to play and rate your game!
Changelog
v1.0.1 (04/28/2021) - Fixed a game-breaking bug where blocks would become indestructible after ~300m.
Ratings
| Overall | 255th | 3.697⭐ | 111🧑⚖️ |
| Fun | 363th | 3.468⭐ | 110🧑⚖️ |
| Innovation | 130th | 3.866⭐ | 110🧑⚖️ |
| Theme | 84th | 4.193⭐ | 111🧑⚖️ |
| Graphics | 160th | 3.954⭐ | 111🧑⚖️ |
| Audio | 202th | 3.601⭐ | 106🧑⚖️ |
| Humor | 77th | 3.706⭐ | 104🧑⚖️ |
| Mood | 334th | 3.437⭐ | 105🧑⚖️ |
| Given | 95🗳️ | 135🗨️ |
Fun!
I can totally see people getting tripped up with how the tutorial goes back to the total screen to continue, so be ready for some confused comments!
Love the art and color-coding of the different modes.
I was also surprised how much just two different types of blocks added to the gameplay, it was enough to make me really think about my path.
The tutorial could have ended right after breaking through the first time, and I wish it had since going through the dialog was cumbersome.
The SFX were nice but the music didn't go well.
Tutorial could have ended after introducing the two modes.
Didn't seem to be much difference between the tutorial and "arcade" mode.
Having some objective other than not die would be good, things to get more points or recover temperature/oxygen perhaps. At some point I got stuck and got dragged off the top of the screen and "took a wrong turn".
I hear ya on the dialogue boxes / tutorial. I scrambled to finish the tutorial last-minute and really should have given that more attention. Thanks for the feedback!
@johnnysix
I had a lot of that stuff planned, but had to cut it due to time. I started implementing mining lasers, but ended up disabling them in the final build [(Laser Video)](https://imgur.com/s2CAoa4)
Congrats, I really liked it!
@andykswong @lajbert Thank you!
I wish the scroll speed was a bit faster, or that there would be an incentive to drill the rock around the level.
But overall a very impressive compo entry. Great job!
Any way, great job!
I'm not sure if it's a bug or not, but it seems that sometimes rocks will refuse to be destroyed and I got stuck digging through unbreakable rocks.
You should map the dialogue boxes and drill controls differently so that you don't accidently close the dialogue.
The brief amount of writing was pretty good, if you were aiming for a sort of character who thinks they are better then they really are then you hit that really well.
Your graphics are really good, despite using the same 4 blocks the whole time they never got old. Probably has something to do with constantly swapping them out.
I found the art quite nice and the concept of diving and digging really interesting!
Great entry 👌
The tutorial was good also. Beautiful graphics and aesthetics! Well done.
Overall nice entry.
Great entry, well done!
Yeah, the dialogue box skipping was just a poor oversight due to time. When I play, I click and don't let go, which means I never skipped dialogues. As soon as my wife sat down to try it (after the jam ended), I realized she was skipping them too. Oops. I really wish I could fix it, but that doesn't feel within the spirit of the "bug fix" rules.
@goutye @1minatur @1minatur
I was able to fix the bug! Doesn't necessarily make the game any more fun, but at least it's not horribly broken haha.
[Additional Notes for both the Jam and Compo](https://ldjam.com/events/ludum-dare/rules)
> Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.
I don't interpret the dialogue box behavior as a bug, it's just something I ran out of time to do.
Good humor with the dialogues, but I skipped a few by accident, maybe a new button to skip.
The design was great and I had fun playing, good job.
That's how deep I got:

@fictions @scruffylooking2121 I rushed through that tutorial text so late on Sunday, I didn't have enough time to think of a character. I was just channeling my own inner sarcasm haha.
Thank you all for your feedback, suggestions, and kind words!
Graphics are nice and so is the music. Controls feel fine. Although I really wish the "drill down" button was not the same as "dismiss dialogue" button, as I often dismissed dialogue by accident and I really didn't want to.
Other than this minor gripe it is a good jam game! This is how deep I got:

Also the graphics and sounds are nice !
Everything is great - the graphics, the music.
If there is 1 thing to be nitpicky, is the switching between sides - it could switch a bit faster as it seems it is stuck in nowhere.
Graphics and music are great. Congrats :smile:
I just wish there was one more mechanic to the game that would give it a bit more challenge, I just felt like I could keep going for ever, I got to 2200 and I died only because I unfocused the game to rate it ^^
With special obstacles, or collectables, it would make a great game, the controls work really well and I like the graphics a lot !
also being able to turn your rig without moving would be nice
The dialogue (and tutorial in general) was well done, especially the parts where the player gets kicked back to the title screen. I think I would have preferred if the gameplay hadn't paused while dialogue was showing, though -- I appreciate that timing things such that the player can read all the text *and* the gameplay can continue is non-trivial, but I think it would make the tutorial feel a lot smoother.
Great job!
Some remarks:
1. It is hard to understand how much you need to dig right/left to switch vehicles. Expectation: you can see blocks from the other side to understand how much to dig.
2. Too much dialogs that pause the game. Expectation: dialogs appear while you move and that allow you to keep immersion.
Good entry!
@feralpoodles Having little "weak spots" in the walls was the original plan. Unfortunately, the block generation was only barely implemented due to time. It's something that could have used a lot more love for sure!
Just played your game and it's real fun! I really liked the comment and humor :) Graphics and music are good too. Great job!
Great work!
Favorite parts: Funny dialogue, solid artwork, great take on the theme, fun/simple controls
Issues:
-Dialogue and game movement being on the same key. The simplicity of all the controls being on click is nice so personally I would have kept that. Maybe having the player click a specific "Next" or arrow button so they don't accidently skip? Best of both worlds in my view.
-A little more variety such as different obstacles or block types would go a long way. There may be issues with things like obstacles being outside of the players view while switching lanes, but I think suggestions from other commenters like a small preview of what's on the other side could help there and open up potential for new mechanics. Just a note, with time constraints I know that's hard!
-Some more visual reinforcement that you're "going deeper" (like changes in background every 1000m) could go on long way in making the player feel rewarded for reaching greater depth thresholds.
[(There were lasers at one point)](https://imgur.com/s2CAoa4), but I disabled them because I didn't have time to make the sea monster and giant worm that I was planning haha.
It might be nice if the screen would speed up a little if you get to the bottom (~2% or something), as I found I would happily sit there until it was time to swap.
There is so much room for growth in this idea - power ups, enemies, different levels of blocks etc - but understandable to get it done in 48 hours, this is solid!
Awesome work!
I could see the game improving from more involved/complex gameplay since right now all I really can do is go downward while traversing between the diving area and drilling area over and over. Maybe to throw in a twist, the two areas could play/behave more differently or have unique things to watch out for. But seeing how you had only 48 hours to work with, adding unique mechanics between the two areas might have been too costly for time.
Regardless, good job getting the game done and overall done well. :)
The controls are extremely pleasing, and the overall experience is enjoyable. Somewhat lacks of challenge though. Also, I felt like the speed of the scrolling was maybe a little slow because I was almost always near the very bottom :thinking:
Loved it!
but I really hate the dialoguus one by one by one by one :anger:
Before I started writing this comment, I was genuinely convinced this was a jam game at first, only to then notice this was a compo game when double-checking!
It's really well-polished, and I really enjoyed the first two playthroughs where you pretty much present the game as if they were two separate concepts, only to bring them together in the third playthrough in a genuinely humorous way. I think that's a pretty neat way to do it, especially with the Play buttons switching places each time! :smile:
Digging the blocks was pretty satisfying and the game was pretty easy to control overall! Balancing both the O2 and Temperature, especially as they start becoming depleting/filling faster was pretty satisfying, and I really like how you even went and added unique particles to each side and even transition animations to the _Dive & Dig_ when you switch sides! Pretty good stuff I'd say!
While I think that the depth highscore works perfectly fine, part of me wishes there was some sort of secondary objective to go along it. I'd really have liked to see the number of total blocks broken for example, to motivate you to min-max the number of blocks you break in one side before swapping other to the side, but I can understand this being a compo game that there was a limited time-frame to do everything.
Even then, this was a pretty fun game to give a shot to! Glad I had the chance to play it! Cheers! :whale: