LD48: Down the Rabbit Hole by LMB
Board the drilling vessel "Armadillo" to explore the extraordinarily dangerous "Rabbit Hole" cave system.
It's so dangerous explorers call it "The Rabid Hole".
Will you prevail where others perished?
Go deeper and deeper towards the unknown!

Controls
- Move with arrow keys or WASD.
- To attack, keep X or P pressed.
- To dig, keep Z or O pressed.
See the in-game instructions for details, I'll not repeat everything here! :stuckouttonguewinkingeye:
Tools and Credits
- Engine: Godot 3.3.
- Graphics: Inkscape 1.0.2.
- Font: Lato, by Łukasz Dziedzic.
- Sound effects: SFXR and Audacity
- Music: 1BITDRAGON.
Post-Compo changes
- Version 1.0.1, released on 2021-04-26. Fixed a bug that would cause the player to freeze, especially on the HTML5 version. Also fixes two typos.
- Version 1.0.2, released on 2021-04-27. Changed keybindings, because WASD and Control is not good for the HTML5 version (Ctrl+W closes the tab).
Ratings
| Overall | 184th | 3.778⭐ | 29🧑⚖️ |
| Fun | 114th | 3.889⭐ | 29🧑⚖️ |
| Innovation | 358th | 3.389⭐ | 29🧑⚖️ |
| Theme | 248th | 3.889⭐ | 29🧑⚖️ |
| Graphics | 632th | 3.111⭐ | 29🧑⚖️ |
| Audio | 370th | 3.296⭐ | 29🧑⚖️ |
| Humor | 251th | 2.98⭐ | 27🧑⚖️ |
| Mood | 325th | 3.444⭐ | 29🧑⚖️ |
| Given | 51🗳️ | 43🗨️ |
It also would be nice if your tutorial should up when you start playing since players are more likely to miss it if you have to go out of your way to open it.
You can also move with arrow keys also, anyway.
Well done!
Creating a more complete, sellable version of some game is something I want to someday. Maybe this one could be a good candidate for further development. :thinking:
As far as constructive feedback goes, I also would like to have more visual/audio feedback when taking damage, audio feedback when the timer was getting low (not sure if this was in the game and I just couldn't hear it??? I played the browser version), and stats for how much I've upgraded the pick and attack strength (some way of keeping track of how much ore I've spent on each). I think the level and resource generation could be a bit more consistent for the first level, as well as the bug spawning (at least x amount within x squares of the player) for the first level.
Overall I thought it scaled well and I really liked the bartering system and trade off between having to leave the ship vulnerable to attack in order to get more resources. I thought the time dynamic helped the levels scale well. I wish the levels kept going! Great job overall! Fit the theme perfectly.
Read the instructions first :point_up:
Anyway, great rogue-like attempt, bring more of these!
- really neat core mechanic that works well with the theme. I really like the 'catch the elevator' time mechanic
- I liked the upgrade system
- generally a fun game with a lot of potential for further development
Suggestions/Improvements:
- polish the art so that the upgrade menu matches the art style of the game
- have a scoreboard for the player to compete with themselves so that they will try to go back and go deeper each time
Bugs:
- I didn't encounter any
Good job nonetheless
Feedback on the basic:
- The combat system and mining system are too similar and could probably be merged. Upgrading damage and mining rate separately is still a good ideas.
- The enemies need health bars <3
- The animations for hitting enemies need to be juicy so they feel rewarding.
- Walking around could feel a bit blocky... this game could really benefit from not binding the player and enemies to the grid system.
- I felt like I had so much oil that it was not a challenge. The oil mechanic therefore became uninteresting since I totally forgot about it. I was picking up oil at random and didn't feel like I had to choose between oil and ore.
- There didn't seem to be a good reason to travel far from the home base (e.g. no bigger rewards further away).
Feedback to go from good to GREAT:
- Currently, the game doesn't present a goal for player excellence. My only option is to protect my mining rig, kill some bugs, and make sure I have a bit of ore to heal from time to time. The objective feels like a survival mission more than a quest for thriving. The player needs goals! The goal could be to discover cooler enemies, cooler loot, ancient relics, more powerful upgrades, etc. As it stands, the player's incentive to continue ends after 5 minutes since there is no goal to build to.
- The upgrade screen is an absolute tease and there is SO much more you could add to it: Automated healing of the home base, Turrets to defend the home base, A minimap for when you get lost, cooling weapons, faster move speed, ability to end the mining mission early, teleport back to home base to defend or to leave.
Overall, a great concept and a strong first pass at execution!
In the name good discussion, I'll mention the one point I very much intend to diverge from your suggestions: the mini-map. I was intentionally trying to create a feeling of "I must take care to not get lost". I think this can play well with the tension between exploring but needing to back to the driller before it departs. I actually added one subtler cue about Armadillo's location: the game sound is spatial, so can actually (er, sorta) hear where Armadillo is. Admittedly, this spatial sound didn't work very well, but I'd like to pursuit this route of keeping the player worried about remembering the way back. (But if this fails, I agree the mini-map would be a nice addition).
Really nice immersion as I actually felt an endearing attachment to the drill and the mission <3