Apapon by Occasoftware
Apapon is a Downwell / Gurren Lagann-inspired game.
Dive down the pits of future-hell, slaying robo monsters and drilling through the earth.
Get it here: https://occasoftware.itch.io/apapon

| Play in Browser (+ Download for Windows if you want) | https://occasoftware.itch.io/apapon |
| Source Code | https://drive.google.com/file/d/1B0r1rVZZqQMRPvWz13uzq9BRqmoZqix1/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/apapon |
Ratings
| Overall | 790th | 2.9⭐ | 22🧑⚖️ |
| Fun | 722th | 2.85⭐ | 22🧑⚖️ |
| Innovation | 633th | 2.9⭐ | 22🧑⚖️ |
| Theme | 420th | 3.625⭐ | 22🧑⚖️ |
| Graphics | 614th | 3.15⭐ | 22🧑⚖️ |
| Mood | 710th | 2.75⭐ | 22🧑⚖️ |
| Given | 23🗳️ | 15🗨️ |
It is also updated in the description now :)
For me it would be nice if there was some incentive to kill enemies, u can just avoid them very easily now
1. The levels are procedurally generated, each one gets longer than the previous one. I think it would be good to make the levels start longer initially and get longer more quickly.
2. I agree that the enemies are a bit too difficult to hit! :) I want to make them a bit bigger and also increase the size of the hitbox of the jump and drill attacks.
3. I also ended up mostly just drilling down in the final playtests! I initially wanted a balance between the jumping and the drilling, but I find the drilling to feel better and to be a little less punishing / risky. Not sure if I will lean into the drilling, or if I will incentivize jumping and perhaps remove the damage to enemies with the drill.
4. Moving to the side of the screen was an issue I found in later playtests! I want to make the enemies a bit more aggressive and introduce blocks that will damage you if you hit it. Maybe also blocks that cannot be drilled through. I think these changes would require players to interact more with the level itself.
@corbeng, would love to hear more details about the movement to confirm some suspicions. Were you facing issues mostly with the vertical movement or the horizontal movement? Totally agree on the visuals, really wanted to add more in that area and plan to as well. I think sound design would go a long way to help there as well.
At first I thought I was dying constantly and not getting around anything. Then I understood that I was winning the level!
* Definitively starts with longer level, it really seems like just dying after a couple of seconds
* Maybe just have the text **Level X** flash in between levels
I most often fall through platform and enemies. And winning a level was a matter of not touching the controls. I like the kill enemies through jet pack fire! But as you said the hit box where probably to small.