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A jam submission

Deep Below The CactiView game page

Dig in this 2D game using weird physics
Submitted by Mysda (@Darkphenixxx) — 4 days, 2 hours before the deadline
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Deep Below The Cacti's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#84.4214.421
Overall#393.8953.895
Overall polish#1183.6323.632
Engagement#1333.6323.632

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Addicting

Submitted(+1)

Holy... Woah I LOVED this game. Great use of art assets for the rover. Digging games are so soothing to me, but that MUSIC my God man that was an amazing atmosphere. I tried so hard to get to the bottom but that was impossible as it's always generating more and more. Did have a few frame drops and hickups but I blame the browser version for that. What an excellent little title I hope more people play this one!

Developer

Thank you ! I love that people understand the all idea behind this little game

Submitted(+1)

I super loved this game great work, probably my fav submission. I remember playing it before rating and it seems its improved a lot. Would be cool to see a devlog for it :P

Developer

Thank you ! I would love to make a video to explain the code but I'm french and my english is kinda weird. I'll think about it

Submitted(+1)

Oh my god, this game is awesome! Really impressive you were able to implement tile liquid physics in a jam game, one of the best i have played so far, really well polished.

Developer

Thank you very much ! 

Submitted(+1)

Surreal. Points for gamepad controls.

Developer(+1)

Great !

Submitted(+1)

wow, this actually feels like a technical achievement for a jam game.

Very unique mechanic and great implementation of it. Great use of the art assets also.

Control of the drill felt a bit clunky at times, but I get that this is kinda the point and they're so cool and different that this isn't much of an issue. Congrats!

Developer(+1)

Thank you very much ! Yes the generation of an unlimited world with the difficulty going up and dynamic "liquids" wasn't the easiest idea and it's actually kinda laggy. Optimisation was key and I might share the code or explain it in video. Nothing new in procedural generation but it's a pretty easy way to do it

Submitted(+1)

I think a video commentary on the game could be quite interesting!

Submitted(+1)

Really cool game and this is definitely the most interesting use for the assets I've seen until now. Overall really good entry and well done :D

Developer

thank you very much !

Submitted(+1)

I would love a more flexible neck for the digger xD

(+1)

This game has a vibe

Submitted (1 edit) (+1)

Very creative use of assets, but bruh... I was in headphones on max sound. RIP ears xD

Edit: Played few other games and I think it's a problem from my side. So Good Job!

Developer

I did the audio balance by listening to youtube and used the same max volume on both side, it's not perfect but it should be alright, adding a sound option could fix it but my time is almost up. And thank you !

Submitted(+1)

I think you should invert the left/right controls when you are facing down.

Developer

I tought about it but I'm not sure what's best to be honest, the driller can change angle pretty fast,  and fully reversing it might also be weird for some people. An option might be the way

Submitted(+1)

Very fun game! I love the sound design, graphics, concept.  Here are my notes in order of what I personally found most important:
1. I would love some visual indicator that the treads are working when I'm moving forwards or backwards. Especially when I'm wiggling back and forth trying to get backwards through a tunnel I really wanted to know when my wheels were actually finding purchase.
2. The drill's tendency to (as far as I can tell) jerk towards the path of least resistance can be very frustrating, especially in cases where I am pointed directly towards a motherload of gems. When missing a gem by a little bit can mean a full minute of careful adjustment or doubling back to get it, missing one because of the drill's deviation hurts.
3. Since the drill upgrade system can often force me to double back, I wish moving upwards was easier. It would be more satisfying if the drill bit itself could pull you forwards, at least when moving up. I had several frustrating moments trying to find purchase on enough soil to move back up, but since my drill bit was the only thing that could reach soil, I could only watch in dismay as the bit ate up the path I wanted to take upward, and I dropped back down to where I started.

4. There were very few moments when I felt the explosion was helpful. Perhaps if it at least exploded around the entire drill, or perhaps only the back section. That at least would have saved me from a softlock I got at one point, where the back of my drill got stuck in a small gap while the rest of my drill hung down in limbo.

Developer

Very useful feedback, thank you !

Treads animations might come tomorrow.

The drill was pretty hard to tweak and test, Godot lacks hinge joint in 2D, making it almost imposible to get something sturdy. i would love if the all thing wasn't wiggling around.

The things that have traction are the treads and a bit arround the drill, forward or backward.

I updated the explosion today to be a bit larger to prevent softlock a bit more. I also tried to put the explosion on the back section but it wasn't the best too. I use the explosion mostly to adjust myself and to get room for a u-turn

Submitted(+1)

Pretty fun when i figured out what i have to do, but man the controls are weird. I really like the atmosphere tho, and really creative use of assets.