Deeper by hgushi

Deeper is a 2d platformer in which you are a letter trying to save your companions in a mysterious cave full of evil numbers!

New version updates and bugfixes: - Fixed run power and dash power bugs - Increased player speed - Optimized code - Added extra tutorial text on Level D - Increased enemy 7's sprite visibility - Improved tileset collision - Added pause power countdown timer - Fixed parallax background speed - Fixed Level R bugs - Adjusted dash range to cover exactly the platform gaps
Ratings
| Overall | 1845th | 2.625⭐ | 26🧑⚖️ |
| Fun | 1784th | 2.5⭐ | 26🧑⚖️ |
| Innovation | 1663th | 2.604⭐ | 26🧑⚖️ |
| Theme | 1647th | 2.896⭐ | 26🧑⚖️ |
| Graphics | 1493th | 3.042⭐ | 26🧑⚖️ |
| Humor | 1259th | 2.227⭐ | 24🧑⚖️ |
| Mood | 1771th | 2.348⭐ | 25🧑⚖️ |
| Given | 29🗳️ | 25🗨️ |

I was playing this and I found a lot of problems... in every section. I really don't want to be harsh but I do need to point out **and you need to fix them**.
* Level D
* It's impossible to complete. That's mainly because of the D coin
* When you dash you literally just add position... to the right.
* You dash to the right... when you move to the left...
* Did you mean to add speed?
* An indicator for how many D coins would be nice.
* The long jumps are impossible to go through
* Level P
* Holy heck a stop time mechanic, nice!
* The P key is so far from D and R it's not a good idea, especially if you want to mix up mechanics from both D and R
* An indicator for the time stop would be nice.
* Level R
* Why can't you jump in run mode? Seriously.
* So you just want them to run towards spikes immediately.
* You cannot perish in Level R, because of actual programming bugs found below.
* All levels
* The wall collisions shouldn't work like that. Don't do precision collision based on sprite. It's supposed to be flat to get the best result, and not stop them mid-wall. Good job not allowing players to jump again though until they land.
A lot of these could be found when you playtest.
Actual programming bugs, both in Level R:
```
ERROR: emit_signal: Error calling method from signal 'death': 'Viewport::death': Method not found..
At: core/object.cpp:1260
```
```
ERROR: Node not found: Area2D.
At: scene/main/node.cpp:1381
SCRIPT ERROR: _physics_process: Attempt to call function 'get_node' in base 'null instance' on a null instance.
At: res://Assets/Enemies/0.gdc:20
```
I clicked because the character designs are so cute and it could be definitely be an attraction to everyone but the game itself does the opposite. It's much more a shame since 3 people worked on this. I do hope you fix these bugs to make them more accessible to everyone.
Nice witty play on D, P, and R though. Deeper... Heh!
*I specifically have done other jams on this site but this was my first time as a programmer
But yes, do try and take some time and fix said problems for everyone else when you can! Thank you for taking my advice into consideration and I do hope you fair better in future endeavors~
I really liked the idea of collecting power ups that had charges, with different abilities. I think you could do a lot of really cool puzzles that could be solved in a number of different ways with this system.
You sure pulled some harsh critics, though =). Good job on the game
The art and music and core idea is really great! And considering how little time you had to put this together, you should be proud of a job well done!
One thing I haven't seen mentioned yet, it was counterintuitive for me that I could touch the enemies (love that you pit letters and numbers as mortal enemies :laughing:) from the side and be just fine, but if I landed on them from above, I died. I got over it but I guess that's just expectations from other platformers.