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A jam submission

Downwards BoundView game page

You're headed down for a one way trip.
Submitted by BKDev — 1 day, 14 hours before the deadline
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Downwards Bound's itch.io page

Results

CriteriaRankScore*Raw Score
How well does the game fit the themes?#63.7503.750
Visuals#83.8753.875
How do you rate the game overall (you can consider fun, dev time, etc.)?#83.7503.750
Audio#93.5003.500
Gameplay#103.6253.625

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
2 hours 55 minutes, team of one (5 hours, 55 minutes in total including Part 1).

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Comments

Submitted

Played it earlier today and replayed it today---I just found out that I missed the main mechanic haha. the dash mechanic was a really clever idea to make getting stuck basically impossible.(Uhhhh at my first playthrough I didn't know that I could dash through walls so I really just fell down and hoped for the best lol)

Really liked the map generation and the gameplay so far! I agree with the other commenters that the score aspect is a bit luck based... I think keeping the depth as a score while changing the concept of score to the charge of dashing---decreasing the scores player could get in order for the player to plan out their dashes---would be a good idea in my opinion. Sorry for not wording the comment that well, haha. Also I forgot to mention it, but the visuals & polishing are amazing.

Submitted

This is a vibe exploration game for me. I love the way the cave changes a bit as you go down. You could easily add a bunch of different looks as you go further and further! Maybe even a music shift, light shift, and other little differences that would make going further and further super satisfying. The score doesn't do anything for me, its just for burning in case you get stuck.

Keep it up, this is coming along great!

Submitted

This new dash mechanic is so nice! It is very well thought. On one hand, players who love challenge have to use it with caution not to deplete their score too much. On the other hand, players who just like exploring these caves have a less frustrating gameplay since it's almost always possible to escape dead ends. But in the meantime it's not trivializing the game too much since even with these dashes, your run can end on a spike or tentacle if you don't proceed with care. Overall this new version is very pleasant to play!

Submitted

Nice improvements.  I do think the dashes are too expensive if the player cares about score and then its just a RNG thing.  I also found I only ever used the up direction, but that might just be a me thing.  But like Teaphyl said, I like the exploring aspect far more then the scoring.

Submitted

I'm glad to see this one back in part 2! The dash-teleport is a clever way to fix the frustration of getting stuck, since it works so well to get through the tall spikes that your worldgen can create. A different person might have changed their world generation to look more standard and be more standardly navigable, but the approach you took makes the unique worldgen and movement mechanics fit together in a nice way that feels special for this game.

Hope to see it back next week!

Submitted

Super fun follow-up to last week's entry! I love the addition of the dash mechanic - it makes traversal so much more interesting and mechanically fun. I basically never find myself truly stuck/softlocked which previously felt like a bummer when it occurred. It gave me more time to appreciate the worldgen!

A few notes: I found that because your results comprise both score and points that I really didn't care much for my score in particular and therefore had no issue with burning it for dashes. I think personally this is fine because I want to use my dash (and tying it to depth is a smart way to limit this) but it doesn't really feel like a strong cost on myself. Also, I wish the hitboxes on the spikes were a little more forgiving, I often found myself dying because I ever so slightly grazed the corner of a spike which is never fun.

I would personally be interested in the game leaning more into exploration and having more interesting world design as it progressed to further incentivise wanting to go deeper. Though I understand that might be a terribly large undertaking!

All in all I love the direction you're taking this!

Developer (1 edit) (+1)

Thank you for the kind words again! Really appreciate it.

I definitely agree - I'd love to focus more on the exploration in the future. And note taken regarding the spikes! Will add it to the top of the TODOs for next week's jam.

I'd love to add more generation... structures, other dwarven explorers, etc - but time is a huge constraint. My mind is always racing with these ideas, I love procedual generation so much :D 

Thank you again for the feedback and support! :-)