That Underground Level by andrewkennedy

It's "that underground level" you've played a thousand times before.

Change log:
v1.1 2025-04-08 - Fixed a bug that would cause players to get stuck in the ground during a specific level transition
| GitHub | https://github.com/kennedy0/ld-57 |
| Link | https://andrewjk.itch.io/that-underground-level |
| Original URL | https://ldjam.com/events/ludum-dare/57/that-underground-level |
Ratings
| Overall | 34th | 4⭐ | 42🧑⚖️ |
| Fun | 30th | 3.888⭐ | 42🧑⚖️ |
| Innovation | 135th | 3.375⭐ | 42🧑⚖️ |
| Theme | 68th | 3.888⭐ | 42🧑⚖️ |
| Graphics | 39th | 4.163⭐ | 42🧑⚖️ |
| Audio | 14th | 4.075⭐ | 42🧑⚖️ |
| Humor | 32th | 3.638⭐ | 42🧑⚖️ |
| Mood | 18th | 4.213⭐ | 42🧑⚖️ |
| Given | 32🗳️ | 67🗨️ |
Got stuck on the Dark Souls stage - severl times died just one layer away from the bottom. which is authentic DS experience, but I wonder if there is anything after that.
love the changing mechanics and all the games referenced.
I'd recommend anyone to play this one. there is really nothing to criticize here ^^
https://youtu.be/KNh6nqvcjxI
@baturinsky Yeah you had gotten through most of the game at that point, there were a couple more short sections afterwards. It wasn't my intention to make any parts of the game too difficult, but as always, that can be challenging to get right without others available for playtesting.
@delunado @clare-chan1738 I really wanted to prioritize audio instead of leaving it to the last minute like I usually do. I ended up really rushing the music an hour before the Compo ended, and while it's not what I had in mind at the beginning of the jam, I'm still pleased with the overall effect it had.
@bangkerpow Thanks for uploading a video! I'm so sorry you got stuck in the ground during that screen transition. Once I realized it was in the game, submission hour was looming and fixing the logic would have been too risky for all the other screen transitions. Luckily I see you found the self-destruct button :wink: .
I loved your effort here and the fact you managed to accomplish so much in 48 hours is mindblowing! Smooth gameplay, atmospheric tunes... cant fault anything at all.
After all this shit that Mario saw, he never be the same...
Very lovely game! It will be among my favourites ^_^
The references are also done nicely - there isn't really anything to take or add. :>
* the color palette is immaculate - fits each homage perfectly and was continually gorgeous throughout (not to mention the top-tier pixel art)
* so many of the best retro visual queues were carried over - from the dithered fade in to the grass particles to the lovingly bouncy jump sprites
* A dark souls entry!! I had no idea how you were going to work that into the simplified 2d style - using a ground-smash attack was a stroke of genius. Excellent work
* hearing each piano motif instantly teleported me to memories of each game - as soon as I turned to a heart, I had the widest grin knowing megalovania was coming
You even managed to show off some clever puzzle making, like the bomb shortcut - amazing work.
I could go on about how much I loved this entry forever - you should be very proud!
Art was super clean, gave it a stylish neon feeling while keeping the mood of the originals as well. Music was super slick as well, most noticeably in the Undertale section when the musical references were synched to the attacks, that was super good, amazingly done! Great job on all the sections, all around super well done game!
@captaindreamcast I'm glad you enjoyed the music! The idea to do an Undertale reference stuck with me early on, and that informed the decision to keep all of the musical cues consistent.
Great job keeping the game vague and allowing the blind experience to be a surprise, that was a really nice experience!
The animations are great, and the character controls feel great too! I was sad when each game section ended, I just wanted more! I was so ready to test my hopping prowess in that Undertale section xD
I'm very impressed with what you were able to accomplish in a Compo entry, well done!
`https://www.youtube.com/watch?v=gFk44q7aTqE&t=10435s`
I originally expected this game, based on the atmosphere, to be more of a puzzle experience about finding secrets or shortcuts in this familiar level, but I liked the direction you took it as well. It works well as a fun yet mysterious little game, but I can also see potential for a larger adventure here as well (maybe with some exploration between these different game levels - I can imagine having to take a bomb from the Zelda room and using it in a Mario level, for example.)
Great work!
Olmec boss fight from spelunky.
One bug I noticed: When I jumped into the hole after the dragon, the dragon briefly re-appeared before the transition to the next section.
@sam-gorman I definitely wish I had added secrets and better continuity, the game would have been way more interesting!
@henk Spelunky was in my list of level ideas during brainstorming! Olmec would have been a fun cameo. I'm actually surprised the boss wasn't _more_ buggy given how exhausted I was when I programmed him :grimacing:
A wonderful tribute to beloved games! Great entry =)
Even though I'm really bad at it, I would love to see more levels, maybe one day I'll have enough skill to actually beat it haha. Overall, really nice entry!