Abyssal Ascent by Hadik

Dig and battle your way through underground terrain in a tank, creating tunnels as you go. Encounter enemies that defend summoning stones; destroy these stones to collect gems for tank upgrades. Navigate efficiently through your own tunnels for faster movement. Your goal is to reach the map's edge to exit, all while managing your energy and shields from the safety of your base.
Tutorial & Objectives
- Objective: Navigate to the exit located near the border of the map.
- Combat: Destroy alien summoning rocks by shooting them.
- Upgrades: Collect tank upgrades scattered throughout the area.
- Exploration: Strategically find your way through the terrain.
Controls
- Forward Movement: Press 'W' to move forward.
- Backward Movement: Press 'S' to reverse.
- Aiming: Move the mouse to aim your tank's cannon.
- Fire Cannon: Click the left mouse button to shoot.
- Boost: Hold 'W' and click the left mouse button simultaneously to move faster while firing.
| Link | https://github.com/hadikcz/ludumdare55 |
| Link | https://hadikcz.github.io/ludumdare55/build/ |
| Original URL | https://ldjam.com/events/ludum-dare/55/abyssal-ascent |
Ratings
| Overall | 345th | 2.522⭐ | 25🧑⚖️ |
| Fun | 346th | 2.37⭐ | 25🧑⚖️ |
| Innovation | 319th | 2.63⭐ | 25🧑⚖️ |
| Theme | 350th | 1.636⭐ | 24🧑⚖️ |
| Graphics | 342th | 2.261⭐ | 25🧑⚖️ |
| Mood | 329th | 2.413⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 33🗨️ |

I think letting the player go faster when not digging would be good, as a lot of time is spent getting back to where you were. Your weapon feels a bit underwhelming as it does not have a lot of range, and you often can't see you own projectiles when in combat.
Cool idea, cool game!
Well done!
I think the player cannon shoots to different distances based on which way the tank moves. This was confusing and felt like a bug. Also, there is not that much strategic elements to the move + shoot mechanic. To make it more interesting, you could add different soil types and maybe different weapons could have better effect on specific soil type. Also, just to add more visual interest, it would be good to have something to break the repetitive nature of the current soil.
I liked the screen "snow storm" effect, when the energy level go lower :thumbsup:
The snow that appears on screen when the energy level gets low is a neat touch that I really liked when it first happened, but I feel like it becomes a bit *too* much the more intense it gets, it's definitely still something that should be kept and gives the player a feeling of "I need to return to base to heal up ASAP" but should be toned down a little bit on lower energy levels.
You definitely have something fun with potential though and it was a great effort considering the time constraints!
I think the digging mechanic is interesting, but there wasn't much done with it to feel like it was anything more than an annoyance. The movement also felt weird in the tunnels; sometimes, I'd stop moving forward without reason, only able to move if I shot my weapon at the same time.
Good effort, thanks for making the game!