I forgot to disable the collider during the death animation T_T This will be fixed in the final version. Thank you for playing and for reporting this bug. !
MokonaNico
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Like another comment mentioned, this game really deserves more visibility. It’s incredible and so funny! I especially love the visuals, particularly the wave. I started playing normally, and then I discovered that you can try to cheat, it’s really fun, especially when the captain gets angry haha. Really nice game! <3
Once again, like in your game from the GMTK Game Jam, you created a really good story. I really enjoyed playing it. I loved the way you integrated the tutorial as a flashback, and all the boss fights were so well done! The game does get a bit hard at times, especially with the rope, and the last boss is really tough too.
Like you said in the game’s dialogue, true dopamine from hard effort is rare in our society — but your game definitely gave me some! Great game, I’m excited to see what you make next.
I’m really happy you enjoyed the game! We’ve been thinking about making a more polished version with a lot more content, and maybe even releasing it on Steam. If that happens one day, I’ll be sure to let you know :)
I’m glad you felt that tension during the countdown that was exactly the plan!
Thank you so much for playing <3
I can totally understand that the bullet sound gets tiring. I tried adding some random pitch variation to make it less repetitive, but it’s not a perfect solution. I haven’t found a better shooting sound yet.
We actually started working on the drill tip animation but didn’t manage to finish it. We’re still pretty new to pixel art, and animations are a whole other challenge.
I’m so happy you enjoyed our game! Thank you so much for the feedback :)
I’m glad you liked the game and got hooked on it!
Yeah, I didn’t put a cap on the number of enemies that can spawn, so if you kite them for too long, a lot of them can end up following you from afar. And if they all shoot at the same time, like in your screenshot, it can create tons of projectiles.
Thank you so much for playing and for your feedback! <3
Oh, I’m so happy to see your comment on my game! I really loved your game in the gmtk game jam, and I’ll make sure to try your game from this jam when I have some free time.
Thank you so much for saying there’s an improvement. You can’t imagine how much that means to me.
I understand that waiting 30 seconds can be a bit annoying if you’re already at the surface. My idea was that the deeper you go, the more you’d have to deal with that as part of the “risk” theme. But I couldn’t quite find a good way to prevent players from just going back to the surface.
Thank you so, so much for playing my game in this jam as well! I hope to see you in future jams too :)
I wanted to make different sprites for the drill to show the evolution of the upgrades, but we didn’t have time to do it, so we stuck with just one sprite that doesn’t change. It would definitely be a great addition to the game.
And yes, the game is really punishing at the beginning if you go too deep but it gets easier later on.
Thank you for playing and for your feedback ! :)
Thank you so much, I’m really happy you enjoyed the game that much! And congrats on making it all the way to the end!
I made the spiders not disappear immediately so you can see them flash red as feedback that you hit them, instead of just vanishing. That’s why they take a little time to disappear. But I forgot to disable their collision during that moment, which should fix the issue.
I might make a more polished version with a lot more content and release it on Steam. If I do, I’ll be sure to share the link with you :)
I understand that it can feel frustrating. Right now, the only way to stop them from shooting is to take them out before they settle, but I agree that this can be tough in the early game. My original idea was to include both close-range and long-range enemies, but I couldn’t quite find a fun way to make the close-range ones work. I also had the idea of adding a forcefield or something similar to defend against projectiles, but unfortunately I didn’t have time to implement it.
Thank you so much for your feedback! :)