Depth Bound by LRDJJ

[raw]
made by LRDJJ for Ludum Dare 57 (JAM)

Descend into the depths, mine gold, and get filthy rich... or die trying.

With chests full of riches to loot, spear-wielding skeletons, and shiny gems, it's all fun and games until the void inevitably catches up with you.

Controls:

A/D: Move left/right

W/Space: Jump

Left Click: Attack

Right Click: Mine

Esc: Pause

Ratings

Overall 101th 4.028⭐ 20🧑‍⚖️
Fun 81th 4⭐ 20🧑‍⚖️
Innovation 245th 3.583⭐ 20🧑‍⚖️
Theme 38th 4.361⭐ 20🧑‍⚖️
Graphics 215th 4.111⭐ 20🧑‍⚖️
Mood 293th 3.806⭐ 20🧑‍⚖️
Given 11🗳️ 6🗨️

Feedback

sirblazealot
07. Apr 2025 · 21:43 UTC
A really well polished game! I am a big fan of the art style
MasterOktagon
08. Apr 2025 · 10:23 UTC
Doesn't load for me (Stuck on loading screen). Sad, the preview looked nice.
RascarCapackDev
08. Apr 2025 · 10:24 UTC
Stuck on loading screen here !
🎤 LRDJJ
08. Apr 2025 · 10:34 UTC
For the game to load please make sure graphics acceleration is enabled in your browser's settings

also ! If you see the loading screen, make sure to wait a little for it to fully load!
JohneyD
08. Apr 2025 · 10:35 UTC
Cool game, quite challenging but addictive!
helloylis
08. Apr 2025 · 10:35 UTC
I like your game! It looks very stylish and intriguing.
mgear
08. Apr 2025 · 10:45 UTC
amazing! (not sure where is the shop? or maybe didnt get far enough to upgrade)
leorean
09. Apr 2025 · 05:20 UTC
Very nice game! I liked the upgrade mechanic!
LDJam user 372635
11. Apr 2025 · 01:49 UTC
Super nice entry! Controls are really polished, and the idea was quite well executed. I really liked it! :) The overall vibe is also quite good, the only thing that happened to me was the soundtrack stoping from playing after sometime, and I kept listen to only the sound effects, which took away a piece of the fast vibe that I was enjoying so much, but still was really enjoyable.

Quite good game, nice entry, keep up the good work! :)
Euler Moises
12. Apr 2025 · 13:32 UTC
Down and down!

I really liked it. The (almost) 1-bit aesthetic caught my attention right away. The gameplay is fluid and light. The idea is not original but it was very well executed.

A few comments:

The Power-ups don't show us what they do. We'll find out over time, but it would be interesting if they were more clearly designed (or even written);

Do the blue jewels only spawn enemies? Because if that's all they do, why would I break them?

The music ends with a fade out. If it were infinite (looping) it might help with the game's immersion.

I really liked it overall. This is my record:

![high.png](///raw/23f/f1/z/6c106.png)

Congratulations!
rbbhn
23. Apr 2025 · 17:38 UTC
Holy moly, this is super impressive! Making an roguelike is such a time consuming task, so I'm blown away by the fact that you were able to make one as fun and fully-fledged as this one for Ludum Dare! I really liked the balance between taking time to fight, mine, and get rich against trying to out-pace the void - it lead to a really effective gameplay loop that works super well for a title of this scale. Additionally, the high score system and roguelike world generation really inspires replayability, which is not something a lot of games can say this jam. If I had to provide one bit of advice, it would be to perhaps make the damage dealing sources a bit smarter (AI-wise for the enemies) or clearer (I didn't realize there was fall damage until it killed me) - I think generally, adding an in game how-to-play or tutorial would be very beneficial for onboarding new players. Overall, very well done, and congrats!
superpokeunicorn
25. Apr 2025 · 02:51 UTC
Really neat game! Thought the tension between mining and outrunning the void made for a solid central conceit. Liked how the mining was done with a beam, made it really clear what the max range was. Art was also solid overall, the monochrome helps the important elements stand out. I do feel like it's lacking the escalation a game like this needs. Never really noticed the game getting harder or adding new mechanics, and you get stronger as you buy powerups, so it was pretty easy to just skip by things when the void was close, and the loop got kinda repetitive after a while. If there were stronger enemies or more obstacles I had to worry about in later sections, then I'd feel more pressured to make the most of everything. So I think there's a solid foundation here to build on and add new mechanics, and I still had a good time with the game regardless. Nice work!
izzqz
25. Apr 2025 · 14:05 UTC
Highly underacted! Really good gameplay FIVE STARS PUSH PUSH
ImNotVegan
25. Apr 2025 · 17:05 UTC
I like the consistency of the game.

It would be cool if you could buy health, because I constantly fall on enemies and my health runs out.