Dig Deeper by ursagames

You are tasked with collecting fuel for your ship. Any item can be ground up in the grinder for fuel.
It might be a good idea to take the sword and equip it.
Press TAB to open inventory.
WASD moves, left and right click use your hands. E to interact with objects.
Like usual, so many planned features I didn't get to, but I am happy with what I did in the time I had!
Procedurally generated maps took my first night. (Also pains with lighting and having to switch render pipelines)
Enemies and combat and start of inventory and then combining meshes for the terrain took second day.
Final stretch I managed to finish inventory / equipment and items spawning in containers as well as big slime variation.
Things I didn't find time for: * Dying * End Game * Menus with look sensitivity * Sound / Music * Random stats on gear that increases as you go deeper * More enemies as you go deeper * Ores to gather from mining nodes * Different weapon types * Usable objects for hotbar (spell scrolls / potions / food etc)
| Link | http://ursagames.itch.io/dig-deeper |
| Link | http://ursagames.itch.io/dig-deeper |
| Original URL | https://ldjam.com/events/ludum-dare/48/dig-deeper-3 |
Ratings
| Overall | 480th | 3.417⭐ | 44🧑⚖️ |
| Fun | 536th | 3.202⭐ | 44🧑⚖️ |
| Innovation | 502th | 3.116⭐ | 45🧑⚖️ |
| Theme | 352th | 3.733⭐ | 45🧑⚖️ |
| Graphics | 472th | 3.407⭐ | 45🧑⚖️ |
| Humor | 503th | 2.306⭐ | 33🧑⚖️ |
| Mood | 484th | 3.19⭐ | 44🧑⚖️ |
| Given | 37🗳️ | 66🗨️ |
Shield is OP btw :)
Thank you for submitting!
Oh, and storywise, you have a spaceship and the weapon you bring with you ...is a sword? :) Anyway, nice submission.
@attala Thanks! Yeah sound would have been my next thing on my list, but I just didn't have enough time. (Same with a quit button or sensitivity options for mouse look) - always a list of things like that at the end of 48 hours ;) As for story, it's not a spaceship but more like a diving mechanism made by dwarves and wizards fueled by grinding magic energy from things you grind up ;) - I did think the sword was kind of silly tech wise, but I wanted a roguelike dungeon crawler first.
@death-is-cold Thank you! That is how it goes, especially when I start scope creeping an inventory system that's way too complex for a compo game (barely even had time to have any content to be used in it)
At some point during my travels, I lost my sense of self. My vision...neon green. I no longer felt my arms or legs. My body...gelatinous. The green cube creatures no longer hurt me.
I am become cube.
@gamesplusjames Thanks james! Dual wielding was my favorite feature- I just wish I had more time in compo to add in more things to dual wield with. I felt like I might have spent too much time on the slimes, but seeing people's reaction I'd say it was worth it :)
@sam-wallach Thanks! Yeah If I had more time I'd probably make that an option to switch as it's definitely a preference thing. I think that's due to people being used to right hand swings being left click for attacking and blocking being set to right click.
@vknauss Thanks! I definitely spent way too much time on the inventory system and fixing duping bugs. I had plans to add in color palettes based on how deep you were, but that was way out of scope for all the other things I had to drop. I might keep working on this though and add in more variations :)
Recycling the equipments and items to have enough ressources to progress further is a good idea (kind of reminds me of valkyrie profile?), with more time it could become a very interesting game!
@miej Thanks! I keep telling myself procedural generation is a bad idea for game jams, yet I keep doing it because it's what I have the most fun with :)
I personally would have liked a bit of audio for mood and such.
So sad that you didn't have the time to implement the difficulty going up when you go deeper but really great job for being able to do this in 48h :p
Great job ursa. Btw this is KingLouie from twitch <3
@soarendev Oh I know! I was close to getting the scaling stuff in, I had some of the base backbones for supporting random stats on gear and did actually have the slimes damage scaling based on the depth- (it just goes up 1 damage per floor I think) - I wanted to add in more enemy types as you got deeper too, which wouldn't have taken that much further
Has a bunch of issues with UI. Kept pressing Escape to close but it worked in neither of the menus :/
Inventory management could be more streamlined too, with item autopickup and clicking to instantly equip/grind.
But I appreciated the little details, like damage numbers and the input buffering on jumping and attacks. That's always nice to have!
Good job :slight_smile:
@steffy Yeah, sounds like I should of added in inverting the right and left click as an option for some people- I'm just very used to left click being used for primary attack and then right click for blocking (how it works in game if you equip a sword in right hand and shield in left).
@devnoob Thanks! I definitely felt that running out of time to add in the content is a running theme in my jams lol
@meta-link Thanks! Definitely going to be a few bugs with how much I tried to cram into the 48 hours ;)
@studio-gomp That's really odd! I have no idea what could be causing that for you. For the cave generation I am using a 2d grid of booleans to mark solid or open, I start by clearing a circle for the starting area- then I start making snaking patterns off from the edges of the circle that starting moving away from the open area and tunnel into the solid and will randomly change direction slightly every so often- after the path is saved from that I then take the path and widen it using my circle tool with random sizes to open it up further and then generate more tunnels off of the edges of the walls.
One minor bug is my items in my hands disappeared from view when I went down a level, until I opened my inventory at which point they re-appeared.
Overall though, super impressive and fun. Spent more time playing than I had planned 😁
After descending on each level the equipped Weapon/Shield gets detached and returned to inventory..
Good to hear that it's procedurally generated.. Nice touch that it's branching on diagonals (curious if you have tried to have a scene where there's more verticality (for this case up to three-floors)
I like the glow of the creatures, once the 'depth-floor' is cleared it becomes at times hard to navigate without some distinct variation of its environment..
Satisfying strat. to equip two swords (akimbo) when facing to hunt/harvest these glowing adversaries, You're nearly unstoppable.. Nailed it with the theme! (If there's more variation I would have ventured deeper; depth level 39)
Suggestions:
- once you slay the creatures, if there's option it leaves a destructive trial (decal or mesh) to paint as a 'persistent marker
- further randomization on the environment's shading (perhaps RNG of 'vertex-shaded'/simulated baked-lighting..')
- based on idea of potential expansion for verticality, an instance where if one falls into the chasm it may further advance the depth..
- allow to drop items.. apparently it looks like one could grind the excessive loot-drops/equipment..
- Not sure where you are going with the HUD of 1-9 quick-select slots.
- option for equipped shield to function as a viable weapon (eg. push, parry, counter-attack, or smash)
- unarmed combat, QTE unarmed blocking?
Looking forward to see on further updates!
I liked the setup of having a ship and needing to leave it to gather resources. It was intuitive enough to learn what to do and how without getting stuck. The only misconception on my part was, that i expected i could dig into the ground manually, but that was quickly resolved once i understood the flies are enemies.
Exploring the caverns was an intruiging moment, especially as i realized i have to find my way back and got no navigational help (which is a big plus). Later i didn't go into the caverns though, as there were many enemies close enough.
It's also very impressive that you put in a full inventory system with equipment! I wonder though if that was a bit feature creep.
So overall i think you started a very interesting game here, not quite finished but with potential.
A few things that could be improved/fixed:
* close the menu with the same button that opens it (tab)
* i had 3 stacks of 3 big drops, oh which i put two into the shredder. The shredder still depicted only 3 drops, although i expected 6. After closing and opening the shredder again, it still showed 3 drops.
On expansion, what would be interesting to me:
* have a time limit per level, so that you have to make quick decisions whether to venture deeper into the caverns or go back and play it safe (time shouldn't progress inside the ship though)
* gradually change visuals and mood when going down, from a light friendly cave at the start to the depths of hell later on
PS: thank you again for playing one of our games! Dome Romantik this time. We always enjoy watching you play :) You probably don't remember it all because you play so many games each time, but you played nearly all of our ludum dare entries (10 so far, starting 4 years ago), starting with the hamster game with the surprise sex scene :D
I think everyone gave solid feedback so I'll just say I really like how you made the cubes show the fuel inside them and act as a light source itself. It's simple but serves a lot of purposes like being able to find them easily even if you don't have a direct line of sight to them, gives a usually dull looking enemy more character (love the way the orbs bounce around in them), makes it so its harder for them to sneak up on you, having 3 fuel in the large ones makes it clear that they are worth more and being large conveys that they are going to be stronger, and overall just says hey you need to kill these things to collect their bits xD
Very well thought out, and solid compo entry!