The Depths of the Bag by Croped
A mysterious adventure awaits! You are an ancient Sorcerer of unparalleled magical Kowledge! But while you where reaching into your magical bag of holding, you fell into it`s seemingly boundless space. Can you manage to avoid the clutter flying about and uncover the sinister mystery that lies at the deepest depths of your trusty bag?
Controls:
A - Move left
D - Move right
Space Button - Dash in move direction
We only spent like one day on the Project due to being lazy and also having to go to work, plus one of our members decided to help out the local bridge troll untwist his nuts, instead of helping us make the game, so sorry about that. We hope you enjoy the little story we cooked up!!
| Link | https://drive.google.com/file/d/1-4HP6cpHFZmsn9Ukj-ibuPHv1JzBWopx/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/57/the-depths-of-the-bag |
Ratings
| Overall | 467th | 3.5⭐ | 29🧑⚖️ |
| Fun | 489th | 3.315⭐ | 29🧑⚖️ |
| Innovation | 519th | 3.115⭐ | 28🧑⚖️ |
| Theme | 256th | 3.963⭐ | 29🧑⚖️ |
| Humor | 161th | 3.596⭐ | 28🧑⚖️ |
| Mood | 384th | 3.648⭐ | 29🧑⚖️ |
| Given | 20🗳️ | 32🗨️ |
Here is how you can disable Data Caching:
- pack it as a ZIP index.html is at the root-level aside the folders created by Unity
- Disable “Data Caching” when creating the WebGL build in “Player Settings” -> “Player” -> “Publishing Settings”
Cute little game, died a lot, curious what I might discover further down the bag but I'd have to stop dying. Could use an in-game hint to dash with space because who scrolls down to read the instructions? (that was my first few deaths)
Reminds me of that terrible section of VVVVVV where it keeps going and going and I died a similar amount of times.
Excellent pixel art, lots of detail in it which is appreciated. I love the voice work as well, and it suits the character. I wish there was some background music it would really add to the feel. Getting to the bottom and moonwalking over a pile of corpses was a good laugh. Great work!
Artwork and voice acting are dope, really builds the atmosphere. I failed so miserably haha. I managed to clutter a small corridor with dead bodies and then I couldn't get past it :P Then I figured out you can drop between other objects.
I think some depth meter or indication would be nice to add to the feeling of progress.
Nice submission, good to see a fellow dodge dropper game out there!
It took me a few tries before I got any good at it
Good job!
Making dead bodies colliders on the way not really good for gameplay, but I believe you was just out of time to fix this.
Good entry!
Cute. The "dash" mechanic was not what I expected just reading the tutorial, so at first I assumed the game is going to be *much* more challenging (it would be without any way to slow down ^^). The voice acting was technically very good, and it was good there were *some* variants for the lines, but it still wasn't great that the same-ish lines were repeated upon dying again and again. There was also a place where the exact same line was repeated back-to-back.
The actual "level" was mostly fine, the moving spike balls provided some more interesting challenge. Although it looked nice, the walls could have been more clearly delineated, once or twice I ran into what I thought was a gap at first when it really wasn't.
Thanks for the feedback! I suppose you got to the end ? I still wonder if we made the "story" to vauge.
Yea, we should have explained the gravity resseting better to the player :/ retrospectivly a bigger oversight than I thought.
As for the voice lines, and the level design, we where kinda missing one person and had no real level 2 hours before deadline, so we used the voicelines we had and I did some copy/paste/spin for object to create sorta a level :P never did level design before either.
Thanks for the thorough feedback my dude!