Abyss by xotraz

[raw]
made by xotraz for Ludum Dare 48 (JAM)

Dive into the abyss!

You can not only jump but also move left and right. Recolt 10 keys to advance further. Cover.png


How far can you go?

GameScreenshot.png


Done by me on Sunday and Monday. Generating a random and long maze with keys and doors was the fun part. Learning Game Maker 2 was more painfull.

Ratings

Given 6🗳️ 3🗨️

Feedback

Solweak
27. Apr 2021 · 20:38 UTC
It's a good foundation for a roguelike platformer, it feel a little bit slow but the mechanics to go up and down with inertia is interesting. After collecting like 8 or 9 keys i got stuck x). Good work overall ! ![gif1.gif](///raw/abc/c2/z/40ea4.gif)
MrPouletBZH
28. Apr 2021 · 19:09 UTC
Even if the gameplay is very rough, the idea to use the velocity to move between the hallways is truly genious, and can be a really good foundation for a game! Well done for the innovation :)
SoarenDev
01. May 2021 · 22:53 UTC
**vv - Heartstrokes - vv**
- Damn a level generator in 48h, I'm amazed every time I see someone doing this in a compo, great job here
- The vertical corridors using velocity are rough, but that's a really good proto-idea

**vv - Improvements - vv**
- Obviously it misses a lot of mechanics but 48h and you know it right haha
- Imo you should speed up all movements, both vertical corridor and base move speed, because it really feels heavy
- Took me some time to understand that I needed inertia to move through the vertical corridors. Not sure how you could do this, but if you find a way to sign visually how it works to the player, it would be awesome

= =

So yeah, that's a very rough, but good basis for a roguelike or a procedural content-based game. Really quite the prototype as it is now, but a cute one, and I want again to say Bravo for being able to make a level-generator in such a short time o/
radmccool
01. May 2021 · 23:15 UTC
fun mechanic with the inertia tubes. go the same bug as the person above. maybe implement some kind of step up check thing. seems like youre just checking a single point infront of the bottom of the sprite. maybe if that point is blocked, check again but say.. 50% sprite height above that and if there is free, step up onto it.
but i digress. the game was fun and reminded me of old DOS platformers.![dsaadas.png](///raw/a9a/1/z/41f5d.png)
Phanty
01. May 2021 · 23:25 UTC
Needless to say, the game is rough and has its quirks - I kept getting stuck in a couple of places and felt that the elevators were a tad buggy, but overall not great, not terrible. Kudos for the level generator, though it took me a bit to realize that the RNG seed is set in the script :P (and, well, the generator pins my CPU and still takes forever to generate a level - perhaps some optimization is in order? But still really cool for a game jam)
LDJam user 245333
03. May 2021 · 17:34 UTC
Very interesting concept! It was a bit fun to discover how it works. The visuals are also strange in a way I kinda like. The labyrinth aspect can be laborious though, especially with red keys that are difficult to spot. I had entirely backtrack to find it. But it remains short enough, so I still managed to get to the end. It was nice!
Omiya Games
10. May 2021 · 03:26 UTC
So, uh, fetch quests are a pet-peeve of mine, and I really hate being told in a game to collect *exactly* X-number of items. Fair warning on my comment: I'm probably biased against it.

There are some interesting ideas I liked in the game, including the vertical tubes that inherits the vertical velocity of your player. With polish, such as automatically guiding the player to the horizontal-center of the tube and making the y-velocity up or down the tube fixed, would make this a wonderful mechanic full of interesting opportunities. Having items open new ways was also pretty interesting as well.

I found the level that came with the game to be...very bad. I recognize it was created by a random level generator: while that in and of itself isn't bad, it's very noticeable as a human player the level has no sense of narrative or flow. This makes trying to search for keys exceptionally tedious, since 1) collecting a key doesn't tell me which new path has opened, and 2) the key and pathway all feels very random, and consequently without purpose.

I admit that, given the intent of this project was a tech demonstration, I'm probably being overly harsh here. I think with more time, some interesting ideas could emerge.