Only Rogue Down Clicker #skinedition by Caerind

[raw]
made by Caerind for Ludum Dare 57 (JAM)

🎮 Only Rogue Down Cliquer #SkinEdition

A vertical roguelike platformer where every click pulls you deeper.

Dive into Only Rogue Down Cliquer, a game that fuses the fast-paced action of a platformer with the strategy of a clicker. Your goal? Descend into the unknown to recover the legendary Sacred Ruby, hidden deep within a forgotten abyss.

But beware: in this world, falling isn’t just a mistake… it’s a choice. Each level challenges you to click at just the right moment — jump, dash, dodge traps. One wrong mouvement, one slip of timing, and you’ll plummet into the void below.

🔹 Features:

A unique mix of precision platforming and click-based control

One rule: don’t fall too deep

🕹️ Will you claim the Sacred Ruby… or vanish into the depths?

https://www.youtube.com/watch?v=3R-JRMI38YQ

Ratings

Overall 697th 3.158⭐ 21🧑‍⚖️
Fun 649th 3.053⭐ 21🧑‍⚖️
Innovation 674th 2.868⭐ 21🧑‍⚖️
Theme 581th 3.421⭐ 21🧑‍⚖️
Humor 308th 3.139⭐ 20🧑‍⚖️
Mood 798th 2.789⭐ 21🧑‍⚖️
Given 21🗳️ 16🗨️

Feedback

Tero Pulkkinen
08. Apr 2025 · 08:53 UTC
the video didnt work...
BalimaarTheBassFish
08. Apr 2025 · 09:01 UTC
An interesting take on this type of game. usually youre concerned with going up :D the game ran pretty smoothly, id encourage you to next time try and do some graphics yourself. Programmer art isnt only just welcome in Ludum Dare - its actively encouraged!
Ilinx
08. Apr 2025 · 11:52 UTC
Super cool, interesting concept! Impressive for a 3-day endeavour! Comme d'hab le goat
VokietisLt
08. Apr 2025 · 15:03 UTC
Very good game, passed it in 300s ;D not too good. didnt even bother with hard mode tho ;D Overall one of the best games so far
apt_prose7
09. Apr 2025 · 03:00 UTC
Cool, but assembled from assets...
X2SHADOW
14. Apr 2025 · 05:06 UTC
An unusual idea with a combination of clicker and roguelike. There are even different abilities, but platforming seemed complicated and often it is not clear where you land. There is a time stop, but it doesn't make much sense, because time has slowed down and there is no opportunity to influence something. It's cool that there's even an option to choose a skin.
Alexis Brochec
14. Apr 2025 · 08:28 UTC
@x2shadow thanks for the feedback.
As you mention, we should add more importance for the slow motion part (maybe recharging the dash ability or something else).
It's our firt time building a plateformer and your right we should add more info into where to go.

We will keep the skin option for later ludum.

thanks.
Ty Victorson
15. Apr 2025 · 09:26 UTC
This was really fun, it was like the opposite of only up and combining it with a clicker was an interesting twist! I managed to pull 3rd on normal as of my comment (I'm _ty)! I didn't really feel that the time slow helped me out too much I rather opted to use the dash and double jump more, I would have liked to see maybe some UI to show when your abilities are charged and how long they lasted for in the case of the time stop, but that's just cosmetic stuff not totally essential. Overall great work!
Eugenik
15. Apr 2025 · 11:18 UTC
Nice entry with great graphics
LDJam user 321333
20. Apr 2025 · 15:45 UTC
I couldn't find a mouse sens slider, which I know it's a jam so there isn't always time, but was sad that you had other sliders/options but not that one. Couldn't play much before I got a headache, but my feedback from what I did play: I wish it was clearer what we could land on and what the limit for fall damage was. It seemed like you had to take the prescribed path and skipping even one stone would kill you, even if it was just barely past the fall damage range. If you guys keep working on this or do something like it again, I'd like it if blocks appeared when you're able to land on them or else were a different color or shader when out of range.

Also almost forgot--may be user error, but I had to run around the starting area for a solid minute before actually being able to play. I figured out about buying the life upgrade but couldn't figure out the generator thing. I just went around clicking on stuff (especially the place where it said "CLICK") and eventually the path opened but I have no idea how. But again, I can't be too critical because in a jam any sort of tutorial at all is an accomplishment, and I know that's just what you guys were trying to do.
Alexis Brochec
22. Apr 2025 · 16:25 UTC
@oter thanks for the feedback and sorry for the headache.
For the fall damage we thought about it but could'nt figure how to show max distance without having to much impact on the visuals, but it's for sure something we should add (even to show the impact of the max distance fall upgrade)