CRAWLER CRAWL by Sean Carrick

Its Dark. Quiet.
Your torch continues slowly burning your hand as the flame eats the tar-soaked branch.
You are this years designated Crawler. You've passed through the opening into 'The Dark' some odd hours ago- or at least it feels so. Time is irrelevant down here, the passing of such only documented by your shrinking torchlight.
You trip, stumble, and almost drop your ceremonial mallet. Illuminating the hazard that nearly rendered you unconscious marks a worrying discovery - last years crawler, still face down in the stone. He appears calm, asleep almost; if it weren't for the extreme malnourishment on his face.
You clench your mallet. You're not ending up like him.
Controls
## - Left Mouse Button: Capture Net ## - Right Mouse Button: Mallet ## - WASD: Movement ## - Space: Jump ## - Left Ctrl: Slide ## - Movement + Wall: Wall Slide/Jump
Hey Jammers, thanks for checking out my little game. This weekend was really busy for me so I was on and off development, and ended up with a much smaller game than I was aiming for initially. Maybe in the future I'll add a dungeon cave generation system and possibly some upgrades you trade the bugs for at a central hub on the surface for? Who knows. It was a fun little project and Im happy with the outcome. If you find any issues let me know!
| Original URL | https://ldjam.com/events/ludum-dare/52/crawler-crawl |
Ratings
| Given | 4🗳️ | 3🗨️ |
However, sometimes it's really hard to tell when you need to use mallet or net because the are no visual clues on bugs.
I have reached the second level, but there were too much bugs to capture, so I have gave up. To push the gameplay even further I would have made the score for the "parkour" style movement or some weapon to catch bugs from further away. Then put some heights in your maps, give player a hook, and you will get some insanely fun experience.
Good job! 4/5
catching the bugs is really fun! The spooky cave is dope, needs some ambience for sure. Like some commenters said, I dont think the level is playing to the movements strengths *or vice versa*
consider what is the vibe you are trying to give and what can you do to strengthen it?
I was astonished by the horror aspect of the game. Making me have to go upfront and face my fears to clear the objective was super trilling, so I was a big fan! The controls felt super smooth to manage, and in a way they felt a bit similar to how you control a character in "Apex Legends". Not sure if there was inspiration from it, but credit to you for managing to make it feel nice to play! I made it until level 3. 
I do wish there was some audio to support this game, because I can imagine how much it could impact on the gameplay. Like making so that the music adapts to how much your danger bar has filled up, stuff like that. It would make players be even more on their toes! Great stuff though, and I'm looking forward for the next entries from you.
Oh and final note, when I was cornered by 2 bugs in a small area where you had to crouch, I managed to quickly go out of bounds in a jump, but then my character quickly jumped back to the map. My guess would be that I had a lot of momentum going.
With more free time and a bigger team I'd have loved to add audio but all my usuall jammin buds were busy for the new year and I got into this jam late anyway.
Big thanks for leaving such nice comments! :smiley: :two_hearts: :two_hearts: