Deeper by robinfaury
Deeper
Deeper is a Game Boy Color game. The aim is to dig. You can also drink potions to dig other materials. Be carful, some of them have other effect.

Rules
Controls: - Left button: rotate left - Right button: rotate right - A button: dig - [Update V2] B button: restart the level
You can find below the effect of each potion. - The brown one for the dirt - The orange one for the Alien soil - The red one for the brick - the white one for the metal

In addition, the Metal Potion set always your position upsidedown.

Known issues
The Gameboy don't have enough memory to allow me to load the last line of the game (or I should optimize my data). So You can see the code source draw as texture. It's quite fun btw. After that the main screen is loaded but with the wrong indexing. If you see this, that mean you are at the end of the game. Congratulation!

Updates
According to comments, adding a restart current level button ('B') and a score sound a great. I add those feature in the game. The new game (V2.0.0) can be find here: https://github.com/robinfaury/LudumDare48_Deeper/releases/tag/V2.0.0 According to the rules, modification did AFTER the compo need to be listed: - Add the score - Add the B button to reset the current level - Fix the end glitches

Binary can be found here: https://github.com/robinfaury/LudumDare48_Deeper/releases
Have fun!

| Source Code | https://github.com/robinfaury/LudumDare48_Deeper |
| Nintendo GameBoy Color | https://github.com/robinfaury/LudumDare48_Deeper/releases |
| Original URL | https://ldjam.com/events/ludum-dare/48/deeper-2 |
Ratings
| Overall | 133th | 3.88⭐ | 27🧑⚖️ |
| Fun | 378th | 3.438⭐ | 26🧑⚖️ |
| Innovation | 137th | 3.833⭐ | 29🧑⚖️ |
| Theme | 53th | 4.271⭐ | 26🧑⚖️ |
| Graphics | 211th | 3.82⭐ | 27🧑⚖️ |
| Humor | 144th | 3.425⭐ | 22🧑⚖️ |
| Mood | 351th | 3.413⭐ | 25🧑⚖️ |
| Given | 29🗳️ | 30🗨️ |
It would have been nice to have some way to understand or figure out how different potions work in advance.
Good point!
I add the potion explanation in the description.
I liked the game. My only concern was that it does not seem possible to come back when you do a wrong choice, and you have to restart the game (but as it is a puzzle, you already know how to deal with the first levels, so it is only taking time, no challenge to redo it). I would have liked checkpoints, or even better a button to go back in time (cancel your moves). Maybe a score could then be reduced when you go back.
Yes, gbc game are long to develop. Basically every 9 tiles you have a safe floor. And the button "B" was designed to tp you at the latest floor. But I submit the game 8 min before the end :D
The score was also planed but I stored text and number into memory and then I select a new into image. And the font + the intro don't fit the space allowed. However, I have the space to store 's', 'c', 'o', 'r', 'e' and 10 numbers...

Unfortunately it always glitches out after the point where you have to choose between the orange and brown potion. After I get one of them and start digging 3 or 4 spaces down, I get a glitched out title screen and can start a new game. I lets me play from the start but displays the board from some levels down.
However it was fun to play until that point. Great work :)
Yes, you finish the game. I do not have enough memory to save the last line (so the glitch came from drawing the source code). And after that the main screen is shown but with the color palette of the game. What a nightmare! I'll add your comment in the description.
Feels like there's a lot of resetting. Maybe there could be checkpoints in the level, and the game gives you a prompt "press select to reset", when you enter an impossible situation? Edit: Just read you comment, that it was planned, oh well :)
I liked your graphics, and the puzzle mechanics were nice. It took a little time to get used to the mechanic, but it works really well. I can see this working in a longer game if you wanted to take the idea further. I did manage to get to the corrupt title!
I try to always give a little constructive feedback as well. As others mentioned, it was a little frustrating to have to restart the game any time I made a mistake - checkpoints could help, especially if combined with a pause menu that lets you reset. (This is advice I wish I had taken in my own game, too)
This is a really fun concept, and I think it would be fun if you continued after the competition. Thanks for the fun entry!
@ristoretto: I'm so bad in graphism, so I made my character in Blender (3D soft) and I just rotated it to have all the positions ^^ I just add the reset button in the V2 of the game ;) (out of the competition of course) (https://github.com/robinfaury/LudumDare48_Deeper/releases/tag/V2.0.0)
@cppchriscpp: Thanks for the feed back! Yes I'm thinking about polish it. Adding more effect on potion will increase the complexity.
@theli: Haha. Another fan of low level device!
Your right, Adding more effects will increase the life duration. I love the idea of the rotate twice. About the sound, unfortunately, it's really hard to design it!
I read the previous comments so I won't repeat what others said (about not being sure when I got to the end or not), but I really enjoyed the puzzle mechanic of the potion and the one turning you once more than expected was a bit tricky to notice at first, but it was a pleasure when you're finally able to go down once again.
Good job.
I don't know at all how developing a gbc game is done, but as I saw comments speaking about assembly, it seems like a really hard job to me, so congratulations even more for the job done here.
Good job!
Did you actually do a gamejam using assembler?? Back when I wrote a game for GBA, it was all in C (just doing a lot of raw memory address accessing)
Yes, I did the game using assembler. And you right! old school programming look like "just read the right data at the right moment" ^^