Cavedude by field-of-king
Precision platformer inspired by IWBTG fan games
The game is very difficult. Good luck!


| Web version | https://mondaydev.itch.io/cavedude |
| Original URL | https://ldjam.com/events/ludum-dare/57/cavedude |
Ratings
| Overall | 303th | 3.719⭐ | 34🧑⚖️ |
| Fun | 135th | 3.859⭐ | 34🧑⚖️ |
| Innovation | 508th | 3.129⭐ | 33🧑⚖️ |
| Theme | 766th | 2.828⭐ | 34🧑⚖️ |
| Graphics | 551th | 3.422⭐ | 34🧑⚖️ |
| Audio | 264th | 3.609⭐ | 34🧑⚖️ |
| Mood | 526th | 3.438⭐ | 34🧑⚖️ |
| Given | 23🗳️ | 45🗨️ |
Thanks for sharing your game with the community, I had fun with it!
maybe the balance would be more checkpoints on one screen
For such a complex game the controls are a bit complicated for me, it's not always obvious how to jump or hook in
Thanks anyway, well done
One small feedback point, but it would be nice if there was a coyote jump timer to give a small amount of leeway when you run off a ledge. Maybe there was one, but it felt like it was very very short. (very noticeable when you dont have your second jump and you are on an inert platform).
Really cool work and I loved the character sprite and overall responsiveness of the movement.

Tricky Wall Jump 2 was definitely the hardest of the bunch. That last jump, man, I'm still not sure how I did it. Coyote frames, input buffering, I really missed these when they were gone. The tiny bit of leniency I'd ask for is this typical platformer thing:

where if you're moving away from a spiky surface, they don't damage you, like when you're trying to jump around a spiky corner like this. But anyway, super fun game! Nice work!
EDIT: oh god there's more
Too hard for me, but it was fun
@caeonosphere I think that specific thing will come in a post-Jam update. Either that, or the controls will be adjusted to allow for the jump to be recovered without having to hold against the wall. Thanks for the feedback. Also, that edit, haha. Good luck if you challenge them. I couldn't beat them, only Sleepyfikou could.

And just to be clear, the bonus levels are specifically designed for experts and are not intended for most players to finish. The difficulty level is significantly higher than the main levels, to the point where beating them is pretty much out of the realm of possibility for the average platformer player. If you beat all the main levels, you already did an excellent job, so don't stress too much about the bonus levels! That being said, they are not impossible, and I've beaten them all a few times just to ensure that. If the looping music is getting a bit grating after a lot of grinding, you can press M to mute it.
I didn't manage to get through the whole game (even after a whole hour of gameplay), but I really loved overall to the point I got (i think the 5th screen, but maybe i lost the count XD).
I wished a little for a bit of time in a coyote jump to make things a little bit more fair, sometimes I felt that i was losing a lot (speacially in the 3rd level, that took me much more than the others) in this few frames ;-;
Overall, a really solid entry, very clever level design, nice controls e super cute pixelart. Really great! :)
-J
No but seriously what a great entry. The difficulty is brutal (too brutal for me, but I understand that there's a range of players which will master and speedrun this), and I used to play VVVVVV (https://en.wikipedia.org/wiki/VVVVVV) long time ago, which is what this title reminded me of. I like everything about the entry, the graphics are consistent and music is great. Awesome, congrats!
Great game for a jam.
You know what's funny? I like precision platformers, but I _hate_ I Wanna Be The Guy. Half of that game is just remembering when the unpredictable hazards will pop out and kill you. I don't find that fun; it feels like the game cares more about _being hard_, in the abstract, than actually being challenging in an interesting way. There's nothing interesting about something randomly flying from the sky and killing you. It's just a guaranteed death your first time through (or a careless death later on if you forget, which is still extremely frustrating). A good precision platformer, in my opinion, should never force you into taking a death. It should be entirely based on your technical skill at the game, not on your ability to memorize asinine hazards.
Luckily, this game is the former, despite apparently being inspired by IWBTG. I suppose it just happened not to take inspiration from the elements I dislike. The controls feel good overall, and the levels are well-designed and explore the mechanics nicely. My final time was 23:49.48, with 179 deaths, which I don't think is too bad. I attempted to complete bonus 1, but while I was able to get past the first half of the level after probably over 100 deaths, I gave up after that. With longer levels like that, it becomes very difficult to practice later parts of the level due to how much must be completed before reaching them, making those parts nearly impossible to become consistent at. I knew there was no way I would ever possibly finish that level if I could only try the second half one out of every 20 or 30 attempts, and since my wrists were starting to hurt I was forced to stop playing for my own health. I'd maybe recommend some kind of practice mode, to allow later parts of levels to be played without the prerequisite parts before them. I don't think it would be at all possible for me to complete any of these bonus levels without such a feature, as much as I enjoyed the game overall.
Another issue I had with the game, though this is more than acceptable for a game jam project, is that the controls have very little lenience. This manifested in two major problems, from what I could tell:
- There is no coyote time. This isn't relevant for all levels, but I particularly found it frustrating on the "Watch your head" ones. This can cause you to jump off the end of a platform, then realize the game has already taken your double jump. The timing difference between jumping _right_ at the end of a platform and just off the edge is so small as to be nearly impossible to become consistent at (unless this game is intended for people with millisecond-level timing accuracy, which I'm afraid to say is almost nobody).
- This may be an intended mechanic, but I found it quite frustrating: jumping off a wall while keeping your double jump is, to me, not very fun. The game essentially just forces you to add a _very_ slight delay to your horizontal input, since to keep your double jump you must be actively pressing into the wall when you jump off. Again, that timing interval is just too small for me to possibly become consistent at succeeding at. This is the main reason bonus 1 was so difficult for me.
I may have been a little harsh there at the end, but I did really enjoy this game. It's very solid, especially for a game jam. Other than the issues with lenience, the controls felt better than a lot of other platformers I've played. Usually, deaths felt like they were my fault. Keep working on this and I bet it can become even better!
And regarding your second issue with control leniency, we totally agree. That was actually something @field-of-king noted before we released the game, but due to the 72h time limit we weren't really able to address it. The current version of the game, which we plan on releasing after the jam, has a fix for this issue, and you will now preserve your double jump without needing to push against the wall.
Overall - a memorable entry that left a very good impression on me. Thanks for the game!!
You know, I thought I was somewhat good at platformers. Now, some 48 minutes and 584 deaths later, I am not so sure :) I got to the bonus levels and decided these are not for me right now, but watching your walkthrough is quite impressive. Is that a reference to classic Ogmo I see in bonus 4?
This is all very nice. The gameplay is tight and unforgiving. The mechanics aren't original--maybe with the exception of touching ceilings to regain double jumps? I haven't seen this one before--but they are tuned well and the levels nicely introduce them with a mostly smooth difficulty curve. (Maybe with the exception of the sideways jump from a 1-block tall gap in "Secret of the Blue Key"? It was nice that that jump was completely isolated to this level and not punished, I guess?) Showing the timer across level transitions and *only* across the level transitions is enough to make the player think about not being TOO slow (assuming they can survive the level ...) but not pressure them throughout the game.
The graphics are simple but cute; though I think the palette in the bonus levels looks a bit less pleasant. The music is neat and doesn't really get old; the intro to one of the lead passages reminds me a bit of some of VVVVVV's music.