The Golden Cavern. by Jim jagers
Made in fusion 2.5. Golden Cavern is a Roguelike Platformer where you control a dwarf and descend into a cavern too obtain a large gold orb. Developer Note: ill be honest this game isnt remarkable in anyway but i had fun making it so i hope you have fun playing it (: Screenshot:

| Link | https://jimbink.itch.io/golden-cavern |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-golden-cavern |
Ratings
| Given | 8🗳️ | 9🗨️ |
The game was too hard for me though, so I wasn't able to reach the end. However, I enjoy that I could get the jump upgrade, and there was a decent variety of enemies.
The controls were told to be WASD in-game, but they were actually arrow keys. Just something I noticed.
Enjoyable game overall. :)
The graphics are simple but effective, which also goes for the sound. I seemed to get to the bottom, but I fell right through the orb. I jumped down to the right and just kept going until I closed the game :sweat_smile: overall, well done!
Edit: I finished it! I liked the hidden areas and upgrades.
There were too many pits that led to unexpected spikes/death though. That was very frustrating especially because you have to restart the whole level (I think, didn't played it through).
And a small grammar tip: 'too' is used in a context like 'also'. Instead use 'to'.
Okay, so let's get into the level desing.
Fun is by far the strongest suit of your game, and is slightly above average. Iappreciate that the game doesn't drag on forever, since this is a gamejam. The platforming feels right, isn't too punishing, and has the right amount of challenge. I'm not an expert on level design, but since you speciffically asked for it, I'll try.

I think the difficulty should be be building gradually. Right at the start, you need to jump from the edgiest edge to land on the next platform, but in my opinion, this should be a little bit easier, since it's a start of the game. Build your difficulty gradually. I understand the level is kind of short since this is a game jam game so there isn't that much time to spread out the difficulty curve, but I'm mentioning this for the future, when you'll be building several levels with growing difficulty. I'd put one more block here for this specific jump (and maybe a few next) before making the jumps more difficult.
The hidden areas were a nice touch. The regen+ powerup was a lifesaver. It is placed well, since I didn't notice it on the first try, but it wasn't too hard to find, and it gave you more agency.
Specifically:

When I came to this part, I could take the more dangerous path (red) and risk having to start over, since my HP was pretty low, or I could take the more controlled long way around (green), which I did. The third option was to wait for my HP to regenerate and take the red path. I need to note that waiting for long periods of time is not a good game mechanic, but you're onto something here. If your design included a way to regenerate your HP quicker by sacrificing a resource (or something like that), it would add to the game feeling. Despite that, the game made me think at this point (before down to the worm pit, the screenshot was taken after I passed this area), and I was given several options of approaching this problem, which is what good games should do - not always, but it should happen often enough to give the player a feeling of agency.
Then there was this part

Unless I missed something, I do not see any reason at all to take these jumps and go the long way around. I went the long way on the first try, and then realised it was for nothing. It feels rendundant, and I think there should be a reason for you to have to take those jumps (like spikes or something?)

Also when jumping down, the player should see where they will be landing, unless it's a really deep fall without hazards at the bottom.
The shade overlay in the deeper part of the cave is too dark, and made me squinting at the screen. If this was an aeasthetic choice, you could make it less dark. I faced the same problem in my game, and ended up putting a light source with a large radius at the position of the mouse cursor. It solved the visibility problems, and added a tiny (perhaps even unnoticable) gameplay layer. I'm not saying it's an ideal solution, but I could have done worse.
Then there's this part.

Dead ends are fine if there's something at the end, but this area (with red question mark) made no sense to me - it felt rendundant. Make sure there's at least something pretty to look at, or a piece of lore at places like this.
There were some flaws, but I liked your level design. If you want to get really good at it, I suggest reading a lot. Find some tutorials and work your way up. Practice a lot, execute ideas you like in other people's work, execute your own ideas. Practice, practice, practice. [The most important thing you can do is do a lot of work (this applies to everything one can do)](https://www.youtube.com/watch?v=iHc3s-MtoUc). There is no way around that, but you'll get there.
As I said before, Regen+ was a life saver. I didn't notice any changes with jumpup, avoid+ or defense+. There was a sense of reward when finding hidden shiny objects, but maybe make the effects more noticeable? I'm always for making the game playable without powerups, but making it easier with them.
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Good job and thank you for this game. It was fun to play .)

Your menu is still clickable even when it's hidden. It made me loose progress once, after getting halfway through the game.
On my second walkthrough, I fell through the golden thingie at the end, and the game didn't finish.
It remained like this

I still take it as a win tho :v:
+ the game crashed on me once. I googled a bit to see if fusion stores any crash logs anywhere, but according to some forums it doesn't, so I can't help you there. Sorry.
Game didn't finish tho..
With only 1 level, the game had a lot of variety like being dark in the deepest part, having various enemies etc.
Good job!