Descent Protocol by DuKe.ua
Deeper and deeper and deeper we go. Some interesting plants were discovered in the remains of an abandoned facility. We are ready to pay you a hefty sum if you bring some of them back to us. Brave your way through the overgrown corridors and vast caves to collect all the marked samples of this weird flora. We heard you're good with a rope - I'll bet it will come in handy in this endeavour.

Controls
On feet: - Move - A,D - Jump - Space - Aim - Mouse - Launch grappling hook - LMB
On the rope: - Swinging - A,D - Up/Down - W,S - Jump off - Space
Menu - Esc
https://youtu.be/ZzjeVWvainQ
Version 1.1 - Fixed collisions in various locations, added a tutorial, and improved rope swinging. The game has become even more challenging since the issue of skipping plant collection to advance to the next level has been fixed. Good hunting!
Troubleshooting
If you have any error messages during the first launch of the game, you need to install UE Prerequisites first. You can find them in DescentProtocol\Engine\Extra\Redistn-us\UEPrereqSetup_x64.exe
You can check out the latest updates on our itch.io page -- there are some bug fixes, a tutorial, and, overall, we believe it provides a smoother experience.
| itch.io | https://4sandwiches.itch.io/descent-protocol |
| Original URL | https://ldjam.com/events/ludum-dare/57/descent-protocol-1 |
Ratings
| Overall | 361th | 3.65⭐ | 62🧑⚖️ |
| Fun | 267th | 3.625⭐ | 62🧑⚖️ |
| Innovation | 563th | 3.067⭐ | 62🧑⚖️ |
| Theme | 571th | 3.45⭐ | 62🧑⚖️ |
| Graphics | 336th | 3.877⭐ | 63🧑⚖️ |
| Audio | 308th | 3.517⭐ | 61🧑⚖️ |
| Humor | 323th | 3.091⭐ | 57🧑⚖️ |
| Mood | 533th | 3.425⭐ | 62🧑⚖️ |
| Given | 105🗳️ | 107🗨️ |
Music was a bit quiet though, had to turn up the volume on PC to max to hear it.
Really liked the grappling hook, even though I had trouble handling it :)
In general was a good experience and well guided tutorial.
I just found it a little floaty, but challenging anyways.
The only feedback I can give you is that the falling damage is way too frustrating, specially while beign so floaty.
Anyways, great entry! 😉
I think the base swinging mechanics didn't feel snappy and fun, and had a very weighty sluggish feel because you're relying too much on Unreal's default physics to move the physics body. I can see the effort to give us an arrow to indicate if we can attach to a wall or not, but the hook shoots out with some delay and so even if the arrow was green for a second it can still miss; it adds to the overall sluggishness. As people above mentioned too, the distance you fall to die feels very short for a video game. If you're trying to be realistic, ofcourse he would die at that height, but then again this guy is a cartoonish character jumping off crazy platforms and doing impossible hookshots, so I feel like leaning to the way of video game fantasy is the way to go.
The level design was also not too great because there were many moments where I could soft lock myself if I failed to collect a vege but landed on a checkpoint further down. I reached the end of level 1, and there was a sign saying I needed to collect every vege, but I didn't have a way to go back or restart the level, so I had to quit to main menu and start over.

I feel you should include more details about how long it took you all to make the game, which assets exactly were created during the jam, and also detailed credits of who did what on your team. If this was all created in 3 days then I am super impressed! I know how hard it is to make a jam game using Unreal, it's such a heavy engine. Great job, and thank you for the game!
We really appreciate the kind words about the visuals, music, and overall presentation—it means a lot, especially coming from a fellow Unreal dev who understands the engine’s quirks.
All game assets were created by our small team of 4 created everything during the jam (models, animations, music, voice, level design, etc.), and yeah, it was a crazy push to get it all done in time. Unreal definitely gave us some surprises, especially with how differently the physics behave in the editor versus the shipping build. We relied heavily on the built-in physics for the rope and swinging mechanics, and we’re already thinking about how to refine or rebuild that system in a post-jam version to make it feel snappier and more responsive.
We also totally hear you on the game feel and level design concerns. While every level *can* be completed both forward and backward with the right technique, we realize that it’s not always clear or forgiving, especially if you miss collectibles and hit a checkpoint that locks you out. That’s great feedback, and something we'll definitely take into account if we keep working on the game.
Thanks again for taking the time to write such a detailed comment -- it really helps, and we’re glad you checked it out!
Understandable if you're going for a more old-school super-difficult design like Crash Bandicoot or something. Really good job overall, especially for 4 people!
Makes me wonder if there are other tricks like that hidden in the mechanic.
I did miss some kind of fall damage indicator, to be honest. Maybe a falling sound, or a visual cue like a speedometer with a red danger zone?
Small bits of feedback though, otherwise I really enjoyed it. :thumbsup: