Space Cave by Timo Gass
Space Cave is a cave exploring game. In space!

Goal:
Your goal is to fly as deep into the procedurally generated cave as possible. Avoid the enemies, or kill them all.

UI:
I've decided to make a simple, modern and readable UI. Not to many distracting Informations and easy to undestand.

Levels:
For the different levels there are 4 different layouts. The entry and exit of a level can be at totally random places.

Obstacles:
The path inbetween the levels gets filled with a variety of obstacles or some enemies.
Devlog:
https://www.youtube.com/watch?v=Ha856yPoeJs
Ratings
| Overall | 372th | 3.56⭐ | 27🧑⚖️ |
| Fun | 408th | 3.38⭐ | 27🧑⚖️ |
| Innovation | 496th | 3.12⭐ | 27🧑⚖️ |
| Theme | 318th | 3.78⭐ | 27🧑⚖️ |
| Graphics | 423th | 3.48⭐ | 27🧑⚖️ |
| Audio | 344th | 3.333⭐ | 26🧑⚖️ |
| Humor | 524th | 2.237⭐ | 21🧑⚖️ |
| Mood | 292th | 3.5⭐ | 25🧑⚖️ |
| Given | 28🗳️ | 37🗨️ |
Nice sounds effects btw
Playtesting my game I reallized myself, that I sometimes just avoid fights and keep rushing through the levels.
Balancing in Game Jams somehow always turns out to be pain.. :'D
Next time! :D
@eldogg Thanks a lot! That's a great Idead to add some variation. I'll try to remember it next time xD
Really, thank you!
Nice floaty gameplay, it took only a short time to get used to the controls. I liked having the choice to ignore them for a higher risk but faster descent. Or you can mix both: go do down 2 layers, kill all enemies, repeat.
The enemies could have been bigger so it's easier to hit them. If that would have been too easy more enemies could fix that.
The low poly style is well done. The cave looks cool.
I reached 290 meters and played like for 5 times.
Oh yeah the ui was very minimalistic and offered all information you need :thumbsup:
Good entry!
Pros:
- Simple idea
- Good, a bit floaty controls (intended)
- Good that you can bounce out of surfaces and not crash
- Good that enemies follow you and not despawn, making it a bit harder
- Adding to the point above, it's nice that you can try 'skipping' a level, but it's a short reward only
Cons:
- Would love more variety in the levels
- A bit better ques whether you're hit or not would be nice. The red aura is subtle and sometimes hard to read when you're trying to fight back
- Lack of extra enemies (multiple-shot guy? dashing-guy?)
- Ligthing is off, seems like it's half-baked, half-realtime and the walls are not getting correct light from your character flashlights.
Overall a decent job for first Ludum Dare game!
Some improvements that could be made would be adding different types of enemy that behave differently. This would really make the game more interesting. Also, you could add different types of weapon. These would both make the game feel less samey.
I liked the procedural caves too!
The only thing missing was the lack of responsiveness especially when you first move
I only reached 100 btw Ig I'm bad lol
Good Job Keep it UP!
I liked the combat, but sometime found it was difficult to see where the enemies were coming from, which resulted in a game-over multiple times.
Overall, an enjoyable entry - well done!
Someday I'll make a perfectly balanced game in a game jam!
Yeah.. the balancing.
I think having the basic game earlier would've helped a lot, but I changed my whole plan after the first day :D
I think there are a couple of things left to polish.. well time is key xD
Did you play it in the browser or the runtime? I think the WebGl version sadly has some issues with the lights :/
Thanks a lot.
Yeah, some difficulty scaling over the levels would've been nice, I know.
Glad you liked my devlog too :D
Yeah, I really understand your cons. I think one more day, or even half a day could've made a lot of difference.
Better fighting and more enemies would have been my next steps, too :D
Thanks for your feedback!
And I think the maneuvering turned out quite right :D
Yes, the fighting could need some more balancing :/
Thanks man!
Thanks man!
Yes, the soundtrack was a "let's build something in 15 minutes" :D
Hope I'll be quicker next time to polish more
I reallized the floaty movement didn't work to good with the projectiles.
Hope I'll get to polish my next game a little bit more xD
When playtesting I starte shooting on the first two floors or so and than just run through xD
Balancing...
Happy you like it.
I somehow really like to always add some kind of randomness!
I will!
Yeah, It was hard to find a good middle ground between floaty and precise..
Thanks man!
But happy you enjoyed it anyways :3
Thanks man!
I hope to remember some of those things for the next jam :D