Deep Delve by P1x3lc0w
Explore deeper and deeper depths as you descend, encountering increasingly threatening dangers.

Controls
- Move: [W], [A], [S] and [D] or arrow keys
- Jump: [SPACE] hold to jump higher
- Backpack: [B]
- Weapon 1: [1] or [LMB]
- Weapon 2: [2] or [RMB]
- Weapon 3: [3] or [MMB]
Tools used: Godot, Aseprite, Bosca Ceoil, Sfxr Qt Font 'Press Start 2P' by CodeMan38 Color Palette 'Urbex 16' by Rustocrat
| Original URL | https://ldjam.com/events/ludum-dare/57/deep-delve |
Ratings
| Overall | 160th | 3.411⭐ | 30🧑⚖️ |
| Fun | 159th | 3.25⭐ | 30🧑⚖️ |
| Innovation | 273th | 2.589⭐ | 30🧑⚖️ |
| Theme | 130th | 3.661⭐ | 30🧑⚖️ |
| Graphics | 156th | 3.375⭐ | 30🧑⚖️ |
| Audio | 167th | 3.125⭐ | 30🧑⚖️ |
| Mood | 162th | 3.321⭐ | 30🧑⚖️ |
| Given | 26🗳️ | 36🗨️ |
Anyway, loved the early NES style pixel art and audio, very consistent and nicely done. The gameplay functioned well. It was addictive being able to upgrade my weapon and buy new ones. Super cool how the enemies get harder and add abilities as you go deeper. Lots to love here!
The visuals are really nice, it nails the retro feel, and the audio goes very well along with it. Great job!
I definitely think the combat could have been tuned to be a bit more enjoyable. For example: on easy mode it seems like every enemy is 1 shot and there are very few enemies, but on hard mode everything takes multiple hits and there's a good number of enemies. This makes easy mode kind of boring (half of the time no enemies even spawn) and hard mode kind of unenjoyable as the combat makes it really hard to land multiple hits without taking damage. I personally think a happy medium would have been making every enemy 1 shot, but having a lot more enemies. That way the player feels powerful and fluid while not being too easy. Obviously later stages would have tougher enemies.
Anyways, that's my only criticism. Great job on get a polished platformer done in this short a time!
maybe I was just super unlucky? Even on "normal" difficulty baddies wouldn't
drop enough loot for me to afford shop upgrades before the difficulty scaling
got beyond what my little sword could handle. I eventually gave up and
switched to "easy," but it still took what felt like an excruciatingly long time before
I could afford a ranged weapon (which you need after a while as enemies can
spawn in places where it's impossible to get close enough to hit them without
taking damage).
That said, I liked the visuals, especially the choice of color palette, and once I
_did_ get a ranged weapon the combat became much more interesting.
I just found it really slow. Going after the further enemies, especially that level where there is only one enemy and you have to go through some platforms and spikes, it felt like a pain more than a challenge, due to the character's slow movement and slow music.
I think it's a good formula tho, maybe for something like a roguelike, with more levels and different powerups!
Anyways, great game!
I wanted to continue playing, but I encountered some nasty bug where one of the robots got stuck on the spikes, so I couldn't kill him wihout taking damage - and I died (the jumping is a little clunky and didn't help). Honestly the game felt a little repetitive before, so maybe few more levels / enemies, or little faster progression (the game is stingy with coins)
All in all, very nice game, with a little more polish it can be very addictive!