Cave of Gorbs by fusionnist
An experimental exploration game featuring an infinitely generating world.
Your goal? Go downwards, until you reach Hylde (your character)'s home.

Controls:
WASD or Arrow Keys to move and jump
Space to grapple upwards
Left click to throw rocks
Right click to mine tiles
Shift + esc closes the game

Mechanics:
Fountains work as respawn points and replenish your water
You can mine tiles to get pebbles!
All resources deplete over time - each will give you a bonus for how many you hold.

Tools used:
(Code): C# - Monogame framework - Visual Studio
(Art): Aseprite, Gimp
(Music): Ableton, Synth1, My Guitar
(Sound): JSFXR
| Link | https://fusionnist.itch.io/cave-of-gorbs |
| Link | https://fusionnist.itch.io/cave-of-gorbs |
| Original URL | https://ldjam.com/events/ludum-dare/57/cave-of-gorbs |
Ratings
| Overall | 32th | 4.015⭐ | 36🧑⚖️ |
| Fun | 33th | 3.853⭐ | 36🧑⚖️ |
| Innovation | 159th | 3.25⭐ | 36🧑⚖️ |
| Theme | 37th | 4.162⭐ | 36🧑⚖️ |
| Graphics | 35th | 4.191⭐ | 36🧑⚖️ |
| Audio | 40th | 3.897⭐ | 36🧑⚖️ |
| Humor | 135th | 2.817⭐ | 32🧑⚖️ |
| Mood | 42th | 3.97⭐ | 35🧑⚖️ |
| Given | 29🗳️ | 49🗨️ |
Hope you get a lot positive feedback. Have a good time!
Any tile you mine has a chance to drop a rock - a bit of an unclear mechanic, unfortunately :')
Two things I didn't like: First, on my laptop it was a pain to redirect my cursor, I personally would have preferred an option to mine/throw bombs in the direction I was moving. I'm sure on desktop it's a much easier experience and better. Second, I had no idea what any other collectibles were for besides stones. Maybe I missed it, maybe it's a mechanic that you haven't implemented yet, but they felt kinda meaningless because I had infinite lives and energy (both of which I enjoyed immensely, made for a very cozy/chill game).
One thing I really loved: the variation in tiles! I felt like I had just about seen the gist of the game when I got to the city tiles, and then the same when I got to the pink (crystal?) tiles. Both of them were interesting and made me want to keep playing/exploring. I stopped for now but wonder what other stuff there is to see deeper down.
Aside of rocks which require mining to gather, I don't seem to find other resources to be useful especially water which is always 0. Despite my resources, I could mine and survive easily, and no, the blue monster could be shot to death easily. The only hurdle I dealt is digging my way which takes time.
Good job, graphics are cool, sounds as well. The idea in interesting and the atmosphere is great.
otherwise yes, the tracks crossfade horribly. I couldn't spare time for that...
I wanted to finish the game, but it wasn't clear to me how far I was from home (I saw 00 on the top right after a while), and the game became a little repetitive. Also I wasn't sure what the mushrooms and bottle do.
However, it's really an impressive for a game jam - great in all departments really
This makes me realize I forgot to list my tools... will do so later!
Love the art, the music, everything in general, it is an amazing entry <3
Hylde made it home :-)
I am flabbergasted - I can't imagine how you managed to make that much pixel art in 48hr - let alone all the enemy variances, coding, balance, and all the rest.
I absolutely adored every moment with this game - from the glee of finding another charming fountain, to the excitement of seeing a new block type harbinger a new level of depth, to carefully observing each new enemy to learn it's behavior, lest I waste any of my precious health.
The visuals were chunky and adorable, the particles made the vegetation feel alive, and each enemy puts a fun new spin on both executing combat, as well as finding (or making!) a suitable, safe 'arena' to give you the advantage! Shockingly engrossing game loop.
I kept expecting the content to 'fall apart' at some point - but what shocked me most, is the level generation seemed to get even smarter and more well tailored the deeper I got!
And the end screen was so lovingly made as well - chefs kiss!
As a huge fan of spelunky - this was right up my alley - the combo of a pickaxe and rope-toss is unmatched, haha.
Honest - I would love to know more about your ethos for game making - what tools did you use for the pixel art? The music? How did you go about handling unique world generation on such a short time budget?
Really, you should be incredibly proud, this is a monumentally polished game. Well done!
For pixel art, I use Aseprite. I don't really have anything spectacular to note here, I just use a style that's convenient and quick to draw with.
Music is made within Ableton, this time using Synth1, my guitar and some drum machine samples; here too, I'm used to a process that's pretty quick and simple.
World generation is a thing I play with a lot in and outside of jams; this technique consists in creating sample "rooms" (you probably noticed those repeating in places, if not, fantastic for me!) who all attempt to generate one after the other by connecting via "doors". The game tries to pack as many as possible together at all times in the background - if you somehow clip through the ground, you can end up moving faster than world generation and you'll see it operate. I spent a big portion of the first day coding in an infinite chunk system and that generation method.
I'll gladly answer any other questions; cheers!
The generation felt, from my players perspective, totally seamless and unique throughout. Just for my own sense - how many 'rooms' did you have to make to achieve this?
(I've always wanted to approach something like this (I think spelunky uses a similar room/door approach) - but I always figured 'well, to sell it, you'd need more rooms than it's possible to make in a weekend' - but you have handedly proven my intuition wrong!)
And your alacrity with aseprite also assists this, it seems - all the faster to make new-looking rooms if you have a wider palette of tiles to choose from (I assume).
I'll have to check out that world gen code - I've got a wave func collapse algo that's been 'on ice' for whenever a jam seems like I should use it. (Frankly, idk why I didn't think of using it with 'depth' - went in a totally different direction - but there's always more jams!)
Honestly - crazy to hear it's just aseprite, ableton and monogame - I assumed* you must have some content-gen shortcuts, but you're just really good at what you do!
And an incredibly efficient worker. Hats off to you!
edit: assumed* not assume
The tileset ended up surprisingly small this time around - if you have Tiled, you can actually go check it out in the game files, that plus the map containing all the rooms.
Not too sure what content-gen shortcuts might be; the only real "shortcut" I have is my code library, but it doesn't go beyond base classes and helpers, all things that engines feature by default ;)
And whoops! Sorry I mean to say "I assumed* you must have some content-gen shortcuts" not "I assume..."
Just to clarify fully, by 'shortcuts' - I just mean that I always like hearing about new helpful niche tools. Like the first time I heard of 'sfxr' - a tool like that can be a godsend for jams. Beforehand, I assumed that all these atari-like sfx were, like, hand-made with oscillators in a tool like audacity or something (which is certainly possible) - and thus I would never be able to add them to my jam games. But, then when you discover wonderful tools like that - it suddenly opens up that new world of content.
But aseprite and ableton are "the real deal"! I'll just have to sit down and practise more!
Thank you for the inspiration!
- It was too dark in the beginning, where I could barely see under my character, but fortunately while going down the light became bigger and more abundant. Also while jumping the light moved with the player and I could see tiles I wasn't supposed to.
- There was a big variety of tiles, but they all seemed to be the same, giving rock and taking the same time to mine, so there was no reason to dig anywhere else than under you (or going to a cave that goes deeper)
- The blue ghost was a bit annoying when there were 2 in 1 and coming from the bottom while digging.
- The numbers wrapped around making it confusing when going from 99 to 00 (I found the house on -66 the second time)
- The jump felt under powered being able to jump only 1 square ad I often confused it with grappling hook as that gave more movement ability
- I get that the point is to dig down, but sometimes it would be cool to be able to dig up or on the grappling hook to get to spaces where you can dig down faster.
but if so I think your take on it is much better than mine was :D. I also get a strong "Lemmings" vibe
not just from the character but also from the various environments and music, which is great.
These were the steps I used to run on Linux, in case this helps someone:
- Install ASP.NET core runtime version 8 from microsoft's website
- Copy `<game dir>/x64/libfmod.so` up one level to `<game dir>/libfmod.so` and rename it to `libfmod.dll`
- Run using `dotnet "Cave of Gorbs.dll"`