Cave Girl - SUPER AQUA GOTH by nardandas
Cave Girl - SUPER AQUA GOTH is a long awaited, fast paced ARPG sequel to Dungeon Boy. Play the role of the SUPER AQUA GOTH as you find yourself stranded on a desert planet - in search of water. If you dry out you'll die, and the caves seem the best bet. In them you find strange jugs of water - enough to keep you alive - but also enemies! And the deeper you go, the more of everything! How far can you make it before you perish?
As a more technical rundown, Cave Girl - SUPER AQUA GOTH is a procedurally generated roguelike action-rpg. There are powerups throughout the caves that all effect each other! The enemies can use the powerups too, as well as some of their own.

FEATURES:
- An infinite world with varied world generation
- 15 Powerups
- 6 Enemies
- Environmental Hazards
- Jumping
- Dashing
- A Bow
- WATER!
- Beautiful pixel art
- Lighting!
Directions:
Play on the web, or download for PC! Controls are found in-game. Avoid the enemies, and the red and purple floor tiles. The little dark shrines are good! They give powerups! Jumping is a bit faster than running and can be used to avoid the floor hazards. Good luck!

Please post your high scores! Depth, water, maximum powerups, and how you died!
All assets and code by nardandas
Bugfix Log:
4/26 10:04 PM EST - (Hopefully) fixed a Unity player crash, also the fire is now a good bit cooler!
| Link | https://nardandas.itch.io/cave-girl-super-aqua-goth |
| Link | https://github.com/fishtaco567/LD48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/cave-girl-super-aqua-goth |
Ratings
| Overall | 1341th | 3.271⭐ | 50🧑⚖️ |
| Fun | 1402th | 3.01⭐ | 51🧑⚖️ |
| Innovation | 1359th | 2.875⭐ | 50🧑⚖️ |
| Theme | 1094th | 3.5⭐ | 50🧑⚖️ |
| Graphics | 1110th | 3.5⭐ | 52🧑⚖️ |
| Audio | 788th | 3.347⭐ | 51🧑⚖️ |
| Humor | 1032th | 2.5⭐ | 41🧑⚖️ |
| Mood | 990th | 3.448⭐ | 50🧑⚖️ |
| Given | 54🗳️ | 84🗨️ |

Good idea overall :D
@matthewi I realized the base mechanics of the game with powerups and enemies and hazards would be hard to read so I tried to get it in text, but I realize I failed a bit there. I think you fell to a bug I call - the fire was waaaay to *bleepin* hot. And by that I mean a fire that should've done 1 damage was doing 300 due to a bit of a copying bug. Oops!
Nice job on the procedural map.
Would be great if the weapon could rotate toward the mouse position and friendly fire would be turned off.
Other then that, its really fun.

The only thing I would give you as a little bit of negative feedback, is that I would appreciate if the girl attacked according to your mouse position. I often forgot that I needed to move to the right for example, and then click.
The game feels nice to play. The sounds work well. I like that enemies are kinda afraid of the light the character emit. Nice job really!
The mood is good!
The controls and understanding of objectives took me a bit of time.
As stated by others, enemies are really hard to hit. I guess it is mostly due to being locked to shoot in only 4 directions, and them having what feels like random following patterns, often coming at you at an angle.
Thanks for the game!
The power up system was pretty interesting, and I don't think I've seen too many games where the enemies could use them too (outside of the really classic/hardcore roguelikes).
Like some others said, the 4-way attack was a bit tricky to handle, especially with the bow, but it is what it is and you just adapt your firing pattern to it.
- Really cool environment art
- Super impressed that you did some procgen in a jam, we thought about it but ditched it super early
- With the exception of the giant bow/sword sticking out I really like the look and animations of the character, simple and effective
- Music was cool and moody and really fit the environment well.
- Once I remembered the bombs they were fun to use when they worked.
- Super cool that you support both keyboard and controller!
- I like the idea of the timer that forces you to move, in your case the moisture.
Critiques:
- I had no idea what the powerups do, they didn't seem super clear to me.
- Jump and bow shoot sounds effects have a really high pitched squeal at the end that hurt my ears
- 4 directional aiming makes it hard to hit enemies, especially when the sword swings in such a small arc
Overall really impressive for a 72 hour jam, especially with just 1 person. I didn't get very far because of the sound effect setting off my tinnitus, but very cool jam game!
Some of the environment art confused me a bit where I was not sure if I can walk on something or if it is a wall
I wasnt really sure what the power ups would do. Maybe some kind of help screen in game to make it more clear.
Overall though, really awesome!
@microchasm I totally agree about the art contrast. I picked a silly palette at the beginning of development that didn't take into account actually seeing the enemies or important stuff, and never got back around to fixing it. I think letting a palette evolve might be a better way to do so.
@iellswo I'm super sorry about the sound! I usually add sfx and music sliders in my jam games but I didn't quite get to it this time. Many of the sounds were quickly made in sxfr so I didn't give them the care they needed. I appreciate the feedback though. The idea with the powerups was that over a game or two you'd figure out what they do and how they interact, but I think tooltips as suggested by @wetburritosupreme would have been a good medium given more time.
@genpaku The shooting the same projectiles as enemies was intended from the start, but I think something to identify projectiles as "the player's" or "an enemy's" could be good, perhaps a tint.
@kingslee142 I like the idea for a spin slash! Noted for post-jam versions! I agree the sword was a bit underpowered, it started even smaller which was never going to work.
@bea I realized the exits were super poorly distinguished and explained at the end of the jam, I think a lot of it could be solved with a bit of a tutorial but overall I think I need another go around on the pallete.
@corbeng Same as the rest on the palette, when I get to doing it post jam I think all of the hurty things will get much brighter colors than the rest of the game.
@adam-k Thanks for noticing the bow! My girlfriend thought the same on it. I wish I added mouse-shoot to make it more useful, and perhaps a shorter charge time. I only realized how poorly explained the game was at the end, I think perhaps a tutorial level could have done some good.
Thanks for anyone's feedback I didn't specifically note too! I appreciate the comments on the music as well, melancholic was exactly what I was going for!
Regarding the movement: Yeah, as you mentioned just 4 directions feels a bit annoying when the blobby things are circling you. Like, it's usually unfair the other way around (enemies restricted, but you are free)
I do kind of like the idea that you can't walk in *any* direction and attack/shoot in another one though. I think if you made it completely independent with something like mouse shooting, it would shift over to be just another bullet-hell game and kind of loose some of its old action rpg-ey vibe, which is one thing I really like about it.
Idk, maybe I'm just rambling, just thought I'd share my thoughts.
In any case the maps and proc-gen is pretty nice and it feels like a big and coherent world.
I also like the music, but as someone mentioned some of the sound effects are too loud and piercing.
But otherwise: Good job :)
Either the world generation messed up sometimes or I managed to overlook the hole to the next layer at some attempts. Also no water for me sadly...
But all in all a solid base.