Abyss by xotraz
Dive into the abyss!
You can not only jump but also move left and right. Recolt 10 keys to advance further.

How far can you go?

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.
| Link | https://xotraz.itch.io/abyss |
| Level Generator | https://xotraz.itch.io/abyss |
| Game Maker Project | https://xotraz.itch.io/abyss |
| Original URL | https://ldjam.com/events/ludum-dare/48/abyss-2 |
Ratings
| Given | 6🗳️ | 3🗨️ |
- 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/
but i digress. the game was fun and reminded me of old DOS platformers.
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.