Mayhem of the Moles by Ramperkash

[raw]
made by Ramperkash for Ludum Dare 48 (COMPO)

You fell in a hole, and what better to do than to take your trusty pick, and keep going deeper. Beware, the bloodthirsty moles dwell down here though.

Controls:

Moving left or right: A/D or left/right arrow keys

Jumping: Space, W, or up arrow key (hold to jump higher)

Swing pickaxe: Left mouse button (Importantly, you swing to the left or right depending on where you clicked)

As I always do, when I actually participate in Ludum Dare, I bit off more than I can chew. I wanted to add a lot of roguelike elements to this game, but got bogged down in making the jumping and attacking feel just right (or at least okay) and in the basics of level generation. That said, assuming I don't have any bugs, the level generation that I have should never trap the player, and the game should get harder and harder the deeper you go. So I'm glad about that part.

Please enjoy the infinite dive into the mayhem of the moles.

Updates: Just fixed a bug where clicking wasn't always registered. Web build is fixed btw!

Ratings

Overall 862th 2.556⭐ 20🧑‍⚖️
Fun 835th 2.5⭐ 20🧑‍⚖️
Innovation 834th 2.361⭐ 20🧑‍⚖️
Theme 481th 3.528⭐ 20🧑‍⚖️
Given 21🗳️ 3🗨️

Feedback

morphine
26. Apr 2021 · 18:06 UTC
This doesn't seem to be working on the windows build either:

"Failed to load mono" error
FussenKuh
26. Apr 2021 · 19:22 UTC
The web build not working is unfortunate :( The Unity progress bar almost fills completely then just hangs there forever :(

That said, the concept sounds enjoyable. And, having tried to create "good" random level generation in the past, I know what a bear it can be. Kudos to you for working that out!
UkuleleFury
28. Apr 2021 · 19:48 UTC
Windows version worked for me! Pretty good start! It does all seem to run well. Whacking moles is fine and all, but it just seems like we need more of a goal atm.

I wonder if your WebGL build might be failing due to building with compression? You might want to try just disabling that. I had this problem recently as well.

https://forum.unity.com/threads/unity-2020-1-invalid-or-unexpected-token-error-from-compressed-framework-js-file.839587/
Slagywag
28. Apr 2021 · 19:52 UTC
Not sure if this will help, but I had the same issue during my submission. Check PlayerSettings > Player > Publishing Settings, and Disable Compression Format. That solve the issue for me... Was doing the same "almost load thing" with the same error in the web console.
SoarenDev
01. May 2021 · 20:44 UTC
Damn, I swear these moles are coming from the depths of hell :cold_sweat:

To be honnest the game lacks a lot of feedback when you perform action (or get harassed by devil's moles), but I want to point out that I'm quite impressed you achieved a working and not-broken level generation in 48h while having the basic gameplay loop working, so big Bravo for this !

(so sad we can't rate you on graphics I wanted to reward those beautiful moles :'( )
sacredbacon
01. May 2021 · 21:06 UTC
I liked the idea of adding more rogue like elements; like items to boost mining speed or jump higher. I liked the baked potato-y moles. You should check out bfxr too, i think the game could benefit from some sfx. Great job on the movement. Keep up the good work!
Dan McAlister
01. May 2021 · 21:08 UTC
Great job implementing level generation! That is so hard within the constraints of LD, and the constraints of the compo as well.

I'm going to echo @soarendev and say that the game can use more feedback. When the moles made contact with me, I was unaware if they were hurting me once, doing damage over time, etc. Some simple gnawing sounds or making the player flash when hurt could immensely help the game's communication with the player. Good effort!
Quinn_Patrick
01. May 2021 · 21:23 UTC
It could obviously use some audio and clearer graphics. What exactly am I playing as? Some sort of Stonehenge rock?

I like it that the game actually gets harder as I go, a lot of LD games don't have that, and the randomly generated levels are impressively complex. Nice job.
Aditya Kumar
01. May 2021 · 21:38 UTC
You've got the base for an interesting plaformer here. Being able to deform the terrain could lead to interesting gameplay. I got to one point where I was trying to climb up and was digging out some stairs but I mined too much and effectively walled off the area I was trying to get to. Expanding on that situation by making you have to clever about where you dig could make for a fun game! I'm curious to see what you would have made if you didn't run out of time
LDJam user 222495
09. May 2021 · 20:55 UTC
I like the idea, and the level generation was impressive! I think some sort of health meter would have been helpful, since I had a hard time determining when and how the moles were doing damage. I also liked the unique design of the player character.
JoeyRosicka
09. May 2021 · 21:15 UTC
I like the overall feel of the game - the pacing of waves of moles spawning was spot-on. I really enjoyed the gameplay loop of digging for a bit, seeing a wave start, working with the terrain to give me space to move around, fighting off the moles, and repeat. I did find myself digging away tiles that I did not intend to at times, so perhaps a clearer way of informing the player about where their dig would go at any given time would be helpful.
IceEye
09. May 2021 · 21:24 UTC
No issues running the game, I enjoyed that the waves of moles got harder the further down I went, I quickly became overwhelmed. Would be interesting to see some upgrades or audio assets.
cavedens
10. May 2021 · 01:04 UTC
Nice idea, good work