Diggin' Deeper by gquibao
Please play the web version in full screen (Or download the game for a better experience)
Web version on itch.io has some bugfixes: https://texugo.itch.io/diggin-deeper
Diggin' Deeper is a game where you dig your way to the Earth’s core, unlocking your full potential as a miner with a jetpack! But watch out, every tool has its job, use the wrong one and you’ll lose a life. Be careful not to mix them up!
- Click on the PLAY sign on the left of your screen.
- Press D to break stone with your pickaxe.
- Press A to dig through dirt with your shovel.
Try to make it to the end in this fun, jetpack-fueled adventure. Is it just me, or is it getting hotter down here? Phew! 🏔️⛏️🪨🔥🌋
Authors:
@gquibao - Developer & Sound Designer
@texugo - Artist
Technologies:
Unity
Reaper
BBC Symphony Orchestra
Jetbrains Rider
Krita

The game has 40 levels!
As people were playing our game, we realized that its ending wasn't being triggered. We already fixed it and released a fixed version on itch.io which is linked in here now. The LudumDare version will stay the one that was completed in the available time, so please feel free to evaluate us based on the version in here.
| Link | https://github.com/gquibao/ldjam57 |
| Link | https://texugo.itch.io/diggin-deeper |
| Original URL | https://ldjam.com/events/ludum-dare/57/diggin-deeper |
Ratings
| Overall | 503th | 3.462⭐ | 148🧑⚖️ |
| Fun | 573th | 3.17⭐ | 149🧑⚖️ |
| Innovation | 488th | 3.162⭐ | 147🧑⚖️ |
| Theme | 205th | 4.044⭐ | 150🧑⚖️ |
| Graphics | 350th | 3.855⭐ | 150🧑⚖️ |
| Audio | 410th | 3.252⭐ | 145🧑⚖️ |
| Humor | 420th | 2.827⭐ | 132🧑⚖️ |
| Mood | 641th | 3.213⭐ | 143🧑⚖️ |
| Given | 158🗳️ | 270🗨️ |
Just one suggestion: on the deeper layers, I found it a bit hard to see which block was which because the light was too small, maybe the light could be bigger or the dark areas of the screen could be a bit brighter.
Overall, good job!
Nice work!
Sounds are very satisfying. Just wish it would be a bit faster to be a real challenge.
This game solves the theme very smartly with nice gameplay idea. Art and sound fit well :)
I feel like the timings were a little off. I had to intentionally try to hit the buttons when it switched to the next block. But it was a bit annoying. Maybe some input latency issues were involved? idk
After a while I was able to somewhat adjust but it still felt off so I did not try for higher levels.

Is it just me or the shovel sound should be the pickaxe sound and vice versa? (idk I feel like the shovel one "hits harder" haha).
There should be a reward for players who clear consecutive blocks. It's a bit too easy to wait it out and there's no disadvantage to do it ;)
I have to points of feedback to make:
- 1: Please move the notice about the newer version being on itch.io to be at the top of the page so people can read it before playing the game.
- 2: The descent from one row to the next right after you hit the last block is very fast even in the first levels, I found myself forced to not hit the first block in a row and wait for the gnome to bounce back which sometimes left killed the momentum of breaking every block first try.
I did have a lot of fun trying to do it as fast as possible lol, great game, I can totally see it as a mobile game!
@510 thanks for noticing that. At some point I think I changed the SFX by accident and yes, it's switched indeed lol.
@0x-void-x0 Thanks for your feedback! Regarding the corrected version, I left it down there because I thought it wasn't fair to be evaluated based on a version that I had more time to work on.
And about your second topic: yes, I agree with you. I always felt dropping down was too abrupt, but I had trouble making it smoother and I gave up after a while. I really liked @nyxkn idea for that, I think I'll try to implement something like that and see how it goes :smile:
When I started making it, I really wanted to make it a rythm game, but I'm not a musician and I couldn't make the music interesting enough so that it worked like that. The pickaxe and shovel in the first version of the game even had drumkit sounds, but at the end they didn't work really well with any of the music I did and I scrapped that idea haha I also wanted to add some kind of storytelling as the dwarf kept going, I even prepared the system for that, but ultimately didn't have enough time to write anything.
All of your feedback gave me a few ideas on how to improve this game and also gave us some confidence on our skills, which is something both of us were in dire need lately. Thanks a lot for your insight and for your time. We're loving testing your games and reading you feedback. :heart:
I think there could have some object making it clearer what object I was aiming since the pickaxe and shovel were a bit far from the surface. Loved the ambience going further down and the artstyle. Congrats on your entry!
[Level 30 Screenshot](///raw/00e/b5/z/6c136.png)
The rhythmic sensation of the gnome's movement reminded me of Crypt of the NecroDancer, specifically how the mechanics work together with the music in that game. In my opinion, this could work well. For example, if the player's movement speed (forward dashes) was pre-adjusted to match rhythmic music.
Then the player would be able to understand in advance which sequence of buttons they need to press.
`https://www.youtube.com/watch?v=wBfaZje8liE&t=7845s`
Congratulations!
Congratulations to you both! Solid submission.
This is typically the kind of game I would crave on my phone, using it to pass time during waiting times.
Just a little thing I had a hard time with, was the delay between the moment you press the button, and the moment it use the tool. Maybe if it was more "on time", It would be better... But I'm just being picky here.
Continue to make games !
The highlight for me was the sprites (espcially the dwarf) and the control method. The gameplay is probably not for me. I wonder if it would have worked better for me if there was time pressure, and you wouldn't move - meaning you just need to hit the correct key for the next block. This would remove the timing element and make it almost a typing game
But I totally understand this isn't what you aimed for, and for a simple game it really worked well
Like this jetpack dwarf! :pick:
I think it would be nice to visually highlight the block that is currently hittable. Also, some feedback on the play button would be nice, like the cursor changing, the text changing color and maybe even removing the button once clicked.
Cute graphics and nice sounds. Well done!
I spent ONE HOUR playing it, still didn't reach the end because I can't help myself but being super-impatient and try to speedrun when the pacing get faster, like I love to double tap in one "beat" when finishing a level...
I believe there're really little input lags, especially when it get faster, I just can't finish the game, FOR NOW! :smile:
Visually adorable, super polished, the concept is SO efficient, it works so well on arcade-tryhard-players like me :clown:
It's a full stars from me, can't wait to see your next entry! :smile:

Sem ler as orientações foi difícil distinguir que a placa de Play servia para iniciar o jogo, creio que tenha sido porque os botões estão fora do cenário e chamaram mais a minha atenção. Minha sugestão é que permita tanto clicar no play, quanto os botões A e D iniciarem o jogo, assim mesmo se alguém se confundir dará tudo certo (somo a isso a noção de que o mouse e o teclado são espaços nem sempre compatíveis para a ergonomia, então acho que pode ser algo a ser refletido (e talvez mantido se for o caso, mas fica a reflexão)).
Foi divertido, demorei uma derrota para entender o que estava acontecendo. Então creio que tenha ficado rápido começar a experimentar o jogo.
O uso do tema foi muito bom, ainda mais considerando a descida que vai escurecendo, então a arte tem uma progressão de transformação, o que é muito bacana para o tempo de uma game jam.
Para o tempo de game jam ter som em jogo é um marco por si só, entretanto (talvez seja pessoal) não é o ponto alto do projeto. Pode ser que eu não tenha experimentado ao máximo, quem sabe mais efeitos e transições ocorram após maior aprofundamento na descida.
Não creio que a ênfase seja no humor.
Apesar do aprofundamento ir escurecendo, não consegui me conectar a uma imersão subjetiva e/ou psicológica, então o clima/ambientação não me pegou tanto (talvez seja uma combinação de fatores).
Minha sugestão é apenas "publique o jogo" para celular e/ou no Steam. Para pegar experiência de mercado (caso o grupo já não tenha). Parabéns.

Without reading the instructions, it was hard to tell that the Play sign was meant to start the game. I think this happened because the buttons were placed outside the main scene and drew more of my attention. My suggestion is to allow both clicking on Play and pressing the A or D keys to start the game. That way, even if someone gets confused, everything will still work out. (Adding to this, there’s the idea that mouse and keyboard are not always ergonomically compatible spaces, so it might be something worth reflecting on — and maybe keeping as it is, depending on the case, but it’s something to consider.)
It was fun — I needed one defeat to really understand what was happening. So I believe it became quick to start experimenting with the game.
The use of the theme was very good, especially considering the descent getting darker. The art shows a progression of transformation, which is really cool for a game jam timeframe.
For a game jam, having sound in the game is already a milestone by itself. However (and maybe this is just a personal take), it’s not the strongest point of the project. It’s possible that I didn’t experience it fully — maybe more effects and transitions happen after progressing further down.
I don't believe the emphasis is on humor.
Although the deepening descent grows darker, I couldn't really connect to a subjective and/or psychological immersion, so the mood/atmosphere didn’t hit me that strongly (maybe it’s a combination of factors).
My suggestion is simply: "Publish the game" for mobile and/or on Steam. It’s a great opportunity to gain market experience (if the team hasn’t done so already). Congratulations!