Ok thank you o7
Shogun
Creator of
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Thank you for your kind words. They mean a lot to us. Sadly the issue you encounter is a bug we shipped the jam version of the game due to a silly mistake. We were not allowed to fix that bug in the jam version of the game, but if you would like to try it, we linked the fixed version of the game in the description. Enough to say the area you finished is just a tutorial piece for the rest of the game ;)
Hey mate, sorry for the late answer I had a busy week (work plus Sea of Stars deadly combo regarding free time). Sadly I don't have Twitter, or rather, I don't use it at all. I don't have any social media really, mostly I use discord for communication, you can always find me on Brackeys server if you need anything ;) Feel free to DM there.
I'm so sorry it took me so long to get back to you. I'm a new fan of rogue family of games, and I have been enjoying them quite a bit.
I tried my hardest to beat your game but never managed to get as far as I did with my first run. The solid fundamentals are here. I prefer melee for sure and had the most success with it. However every single time I died I haven't felt it was my fault which is not ideal for a roguelite and roguelike games. Every time I either got stuck pinned to the wall and just nuked from full HP to nothingness in mere seconds. Sometimes enemy that would deal a small amount of dmg would tik me for 3/4 of my hP in one attack. I got hit by a bomb AOE that surpassed its red-hit zone area.
I feel like an asshole for not enjoying your game as much as you did enjoy ours but I couldn't force myself to lie to you, cause I really think you deserve honesty and proper feedback. Controls are fine and responsive, and core mechanics like I mentioned are here and even balance-wise and level design rooms are pretty good. I liked the one with the falling bombs. What is making me not enjoy the game that much is the lack of polish, for the enemies, the HP values, and the hitbox zones.
If you continue working on it and updating it pls let me know I will be more than happy to give it another go.
Even though I didn't enjoy your game as much as you probably wanted I want you to know you are still a legend in our eyes and a mad lad and we hope you will make more games and share them with us. I always try my best to be fair and give feedback based on my honest feelings.
Kickass game, props for including the controller though I wish player one wasn't on default set to keyboard.Also, I had a weird bug when I played on the controller were after dying my character would not respawn inside of the plain and I couldn't continue. Other than that one issue I had a ton of fun with your game o/
It's because there is almost no life past the 5k mark, the pressure is too immense. To be completely honest it's a bug we just found out about today as well. And it can happen at any depth, happened to me at 4k mark, to Dans17 at 3k, and to our friend who play-tested it at 800m. We are looking into it. When it comes to the oxygen minigame, there is a lot more wonkiness with it. It's the only minigame that has not been completely/ properly implemented, was the last one to be added to the game. If you look closely at the art there is a slot on the tank where the bar feeling should be displayed but it stays empty. Also, the minigame works too close to how the fuel minigame works, it's basically a reversed version of it. On paper, you were supposed to fill in the tank on the right to its fullest and only then you will receive oxygen back to your tank. Sort of like how it happens with the pressure, only lowering when you complete the mini-game.
Now, holly shit man! What a mad lad! You spent over 44 minutes of your life on our small indie game. We couldn't feel more happy, proud, and honored to have a player like you. Thank you so much, you my friend are getting a spot in our humble hall of legends and mad lads! What a power move :D
As promised I finally got to play this game and it was FING AWESOME! Metal as hell I enjoyed my time with it tremendously. Everything works well, and the visuals are nice and work together well, even if they were not made by you it still is a skill to put multiple assets from different places and make them look like they fit together. There is a story, controls feel really good and boss fights are fun. Took me back to my childhood and allnighters playing Painkiller. Awesome job o/
https://dans17.itch.io/how-deep-can-you-die here is our, we did the best we could and we're super proud of it even though it is not perfect and far from what we wanted it to be.
Really weird cause we literally had the same issue with our previous Brackeys game Descent. The shape of the main character was a square and we changed it to a circle and that helped. Eventually, we stopped using unitys rigid body, even though we still make our games in unity. My friend and programmer (who sadly couldn't join us for this project) got so upset with issues like that he rewrote completely the entire physics engine to suit better pixel art platformers we usually make.
What shape of the collider are you guys using for the main character? If it is a square or rectangular one I would maybe recommend using something more like a capsule shape, anything with a rounded bottom. Colliders can be a bitch. Also, make sure that whatever engine you use doesn't render each tile as it's separate entity but creates one big massive collider for all tiles that are next to each other.
How Deep Can You Die.
A game about a diver trapped inside their sinking submarine, where all the systems need to be constantly cared for while fending of hostile marine life trying to damage your ship. Simple to play, minimal controls, and a bunch of minigames.
https://dans17.itch.io/how-deep-can-you-die
We are thinking about developing it some more, adding more features like couch coop and some rogue-lite elements to it.
Other them some minor performance issues at the beginning of the game I encountered no technical issues. I love platformers and I really enjoy roguelikes and lites so this game was down my alley. I'm only sad you can get the same power-up twice even if it doesn't stack and does not provide you with additional benefits. I had a situation where I got a store that was selling boots, and only boots, and I already had those!
I also wish the projectiles were different colors than the gems you picked cause it took me some time to get used to it and differentiate between those two. Also, I understand why projectiles can traverse through terrain but due to random generation, I had situations where while shopping I would need to constantly avoid projectiles while reading descriptions of items.
Now what I really, really loved was the art style. Well, cell-shaded games with a cool lighting system like yours just tingle my preferences when it comes to the art style. The game also sounds amazing and the choice of music even if not made for the jam suits really nicely with the whole experience.
In the end, I gave it a few runs and I must say it quickly becomes addicting to just do another run. Maybe some more power-ups and a larger variety of enemies and you have a really nice full game.
As a last thing I also want to thank you for playing and rating our game ;)
my best score













