- Movement - W, A, S, and D
- Punch/Hit - "F"/m1
- Interact - "E"
Side note: When creating this my time was quite limited, so all thought its not finished, I hope everyone can still enjoy what I've created. Most of the time spent was on graphics, so I hope it was worth it! Funnily enough, the games name is sort of ironic as depth is what this game lacks most.
Kwisarts Level 42
Some things I need to say: Always offer to the player a way to escape the game especially if you force the fullscreen (I had to ctrl+alt+del twice to be able to exit the game) If you have a game where you go down, avoid placing gui elements (lives and stuff) down, it makes it harder to see what is below. Talking of which, sometimes it is closer to a leap of faith than anything else.. :/ Also, when it comes to animation attacks, you should have made him have a bigger range (since your actual range is bigger) and another thing about the attack animation: avoid too much frames on anticipations as it makes you feel like you're hitting slow. I strongly recommend you to watch tutorials, it also helped me :) (search for @Bandygrass stuff on twitter he published a few useful tuts)
Graphics are cool though and the gameplay is not that bad! Too bad it lacks a purpose
Problematicar Level 31
Quite ironically the one thing this game lacks most (Except sound) is Depth itself, because the art is alright, and the whole game is pretty polished, even the basics of the gameplay are there, but there's just no depth to it, nothing to do with this awesome art and polish, nowhere to go, no clear goal.
You just need to add content, a good game will come out of it if you do it right.
It's a shame you didn't have the time to finish. You have the basis for something cool here. If you do plan to expand on this, make sure you plan your levels so the player isn't forced to make so many blind jumps down. Having no idea what is below you and then landing on spikes is a terrible feeling. I would also fix the attack animation so that it is more representative of where it is hitting.
Veralos Level 26
The graphics look really nice, but the rest of the game is (obviously) unfinished. The view seems a bit small because it's quite easy to fall onto spikes you can't see. The jump also feels too short as you can't jump many of the gaps, though this might be remedied with different level design. Other than that, it's a solid start and shows a lot of potential.
King of Bananas Level 2
I wish there was a way to get back up, like the grappling hooks from Spelunky and wish there was some sort of end goal instead of just suicide into spikes.
mrwappa Level 1
Out of all the other games in this Jam, this is the one I clicked on first and for a good reason: Since this Jam represents "Descend" I thought of falling down a pit or a cave that led to adventure, which is just what the cover of the game and preview picture shows. The aesthetics did not disappoint in-game either(except the spikes which I assume has already been mentioned), it was exactly what was expected from the cover and preview art. I imagine the character has been created from some inspiration out of Indiana Jones, which intensifies the tone of adventure inside of the cave diving.
Too bad there's no sound to represent actions and events in the game, it would have been easier to identify what was going on. But given that this is a Jam, it can't be helped because of the time limit. But I strongly recommend trying to just make sounds from your mouth or basic tools and desk items with a mic and then editing them with Audacity, the result can be surprisingly good.
Well done for your first Game Jam!
Orb Warning Level 7
I know you focused mainly on the graphics -- and with that in mind -- it's a great start! I really like the color palette and style, and the detailed version of the hero in the game's icon helps put a better picture of the character in my mind (it could be used on a menu splash). Play around with the particle system on the torches to help them fit in better with the environment...I'd say they're the only thing that really doesn't fit the look. With another day or two of work focusing on the graphics, I think you'd end up with a really nice looking game.
I know you'd step up the game play if you had more time. If you're looking to shape it up, here's a quick dump of stuff that hasn't been mentioned:
- The floor spikes are quite frustrating and don't stand out from their surroundings enough to let the player navigate quickly
- I think a little tail wag animation for the rats would go a long way toward a great feel for them as enemies
- Punching a rat doesn't make a ton of sense ;)
Great start, friend!
Allmoss Level 3
So I liked the graphics and the atmosphere of the game but I am not sure what the game was about? I killed the rats and collected all the gold possible (I think the chest under the spawn is unreachable) but there was no end or score to complete the game and the bottom was just death. Maybe a score counter would have helped or a timer to collect all gold or maybe an escape of the cave if you were able to reach the bottom :)
I would also decrease the gravity so you had time to react while falling, so you could avoid spikes and aim at platforms. It was too fast for me. Other small things I think would be nice in the game was a way to exit the game or a menu and maybe some sound/music.
I hope you take my feedback in a positive way since I am only trying to help and I do know you only had 48 hours to do a game, which isn’t easy :) Great job on the game!