Tour on the Underworld

Tour on the Underworld

  • Tero Hannula
  • 1 year ago
  • 9th

Description

TOUR on the UNDERWORLD

~Finished Game~

HTML5/BROWSER PORT HAS BUGS FROM PORTING

  • -> For real experience, use normal Download -version
  • List of known bugs for HTML5 port down below.
Gameplay [Short gameplay video] (https://youtu.be/MqOgbKVnICk)

Edge Misfortunated guy walks upon bottomless pit and falls down to the Underworld. There he meets evil spirit, who is going keep to you there forever. Expel the evil spirit before He casts curse upon you and escape the Underworld! Time is ticking, do you feel the pressure?

Gameplay

Controls:

  • Movement: WASD - or - Arrow keys
  • Run - Both Shifts
  • Draw - Mouse left
  • Erase - Mouse right Fullscreen can be toggled in Menu screen (recommended)

Game can be completed, interrupt curse 36 times and door appears, but time runs until you reach it. You can also try get score as high as you can survive. My own highscore is 44 before I ratted out back to the surface :)

(Or just cheat with Backspace and Numpad+ to increase points ;)

Escaped!

Tips:

  • You can push player up with the drawings
  • You can jump from left side to the right side
  • Erasing drawings uses power, watch the meter at the top
  • Erase with fast swipes
  • Falling down doesn't mean death, but takes toll
  • Make pillar, be below it, draw on yourself to get top of the pillar.

Known bugs for HTML5 Port:

  • Framerate issues when audio starts playing
  • Drawings won't start moving down, and therefore it makes game much easier
  • Graphical glitches during player falling down and Game Over
  • In time drawings degrade to shades of black (not intented) - Collision detection is made for true black, therefore degraded drawings won't have collision - Graphical glitches accerelates degrading *- Degrading makes game harder (and frustrating as it isn't as visible)

Windows -downloadable version does not have these bugs.

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Post-mortem

Sooo, I'll tell here what happened with developing the game:

  • I didn't participate last few GM48 jams, so I didn't know last couple of themes
  • I was waiting for theme to be announced (it was 3 am here) I looked up it with the phone
  • After counter ran 0:00:00 the GM48 mobile page said "the 26th theme: Helpful but Harmful"

So yeeeah, I started making my game with old theme on mind, because I didn't know it was old and somehow the mobile page showed old theme there. Also didn't notice it said 26th not 27th.

After I got to "know" the theme I went to sleep, next day I played Pokemon Go with friends (Zapdos day). At the evening I come up with idea of drawing the platforms, and going level to level by reaching exit door, and on next level the previous levels drawings would be there, but as blazing hot which you cannot touch. Didn't like it that much, as it didn't feel as good (thought you could go back to previous room and redo the level). After basic game design and mechanic had been made, I went to sleep to get better idea next day.

After some brainstorming I came up with current idea, you are gonna get cursed, gotta go distub the evil spirit before it casts it. So gameplay had time, which was running out. Remember, I still didn't know right theme, I had only checked GM48 page with mobile couple of times. After I have basically finished the game and some hours left to make intro and outro scenes, I went to see GM48 page with PC and saw to my horror that theme wasn't right. I was sure I had looked it couple of times, so I went to watch with mobile phone and it still showed old theme (I took screenshot). I was lucky, that game had now "countdown" contrast to starting idea. I wouldn't have time to add any other theme etc., as I think I got less than 3 hours left.

Overall I think I had max 25 hours of developing time at disposal, but in reality it was less than that as I did other things too. To think of that, I managed squeeze finished game :)

Result 9th
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