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Too Deep's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #6 | 3.868 | 3.868 |
Visuals | #23 | 3.605 | 3.605 |
Mood | #24 | 3.421 | 3.421 |
Overall | #43 | 3.033 | 3.033 |
Audio | #90 | 1.237 | 1.237 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
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Comments
Another nice take on the platformer genre, good work! Add some audio and you are good to go!
The Hellspawn was really a nice touch.
Wasn't there supposed to be gamepad controller inputs? For me they didn't work at all (using the web version), although with most games they worked for movement at least (sort of the default settings).
Hi, yes, the game should feature universal controller support, I personally play the game with an Xbox-360 controller. Could you let me know what kind of controller you are using and I can have a look at what might not be working?
I've got a wired PS3 controller.
In the native build the gamepad works. A bit weird is the "press anything to start" when you have to press start, so maybe the message should read "press any key or 'Start' button"...
When moving away from the wall at first the character stops and I couldn't go on until I stopped for a moment. Maybe that's intentional, can't say whether it's the same with keyboard input.
Within the game, "Select" resets the level (as is said in the table on the game's page). Maybe there should be a selection of "Continue", "Restart Level", and "Quit"?
It's interesting that it doesn't work in WebGL build but does with Windows.
The "Press Anything to Start" message is a bit unfortunate when playing with a gamepad, I admit. Given more time I would have liked to work on localising the tutorial text to keyboard or gamepad depending on which one you had plugged in, but ultimately we were working right up until the deadline and controller support was always something we considered a "nice to have" rather than a true essential.
Unfortunately, the other two issues are really more of the same. Being able to buffer movements before the player takes control of Urist is something I have been looking into for a while now and I am still looking for a solution that I am satisfied would function how I would like. A "pause" menu with some options like you described was again something that came up in our discussions towards the deadline but didn't go forward due to time constraints.
Essentially, I have a bunch of things that I would like to go back to and tidy up! I hope you were able to have fun with what was there so far and hopefully one day it will feel a little more complete.
Amazing game!
I really liked the art and the gameplay, the text font is also awesome!
btw if you can play the game that I made and give me some feedback I really appreciate it :)
Absolutely loved this game, took a while to get the hang of some of the mechanics but I like everything about this and want to see it as a complete game. I played it tonight for quite a while on my livestream if you wanted to see it you can below
That's so nice to hear. Unfortunately the video has been made unavailable in the USA for some reason, otherwise we'd love to watch it!
Someone used copyright music in their game so it got removed, it should be back up now that I removed that. Give it a try now.
I watched the video, thanks so much for playing it! I just wanted to make a few points to address some questions you had in the video, partially because this was the first time we've seen anyone play it that wasn't friends or family. It was very eye opening, at least for me.
1. Yes, this was a group effort between three of us! I did the level design, but you can see the other two hidden on the page somewhere. All the art was handmade by @patrickpatrick and programming was done by @bluspur.
2. You have the patience of a saint. I wish we would have tutorialized that you need to hold "down" while in the air to maintain momentum somewhere. We shouldn't have made you think it was your fault, or that the game was missing that somewhere. It was especially painful for me to watch, because I clearly let you and probably a bunch of other people down there.
3. Maybe we should have made it more clear in the first level, but the coins make the wall move faster, so collecting them and throwing them away is sort of a "choose your own difficulty" mechanic and fulfills (in our mind) the "all that glistens isn't gold" prompt to some degree. We had a message written on a wall in 1-1, but obviously with the wall coming after you, you don't always have time to read it. We'll try to think of some way to make it more obvious.
4. We're happy you used the controller support! We weren't actually sure if anyone would use it or not (besides us) so we're happy you got to play it with something you were comfortable with.
5. I should have toned down the difficulty maybe, or introduced difficulty options of some sort. It's so hard to figure out what's too difficult, especially with platformers. Some of my friends have beaten Celeste with all strawberries (a very difficult challenge) and have been playing Mario since they could hold a controller and they found it to be very easy and beat it within 7-8 minutes on their first attempt and getting all the coins. Other people haven't made it past the first level. With you saying that you've played other platformers and it being too difficult still, it just reinforces the idea that I messed up with the difficulty curve quite a bit somewhere along the way. That last jump you were on I knew was especially difficult (you have to dash, pogo, jump, then dash again) and the tutorial text there is just vague.
6. Audio is coming! You're right, we just ran out of time on it. Clearly it's something we should have made a priority according to the other comments on here as well, but we didn't want to half-ass it and end up with something annoying for the player. It was something that was going to need at least a couple extra days but probably more to get it right.
Thank you for making the video, it was very informative and entertaining for us! We greatly appreciate it. I think I was able to address most of your questions/concerns here.
I think the difficulty is perfect actually I wouldnt tone it down personally. I guess it depends what type of players you want to target but I think having it hard like that is great, its hard but it doesnt feel cheap hard. Like when I fail at something I know its possibly and doesnt seem like its forced to be hard where you feel cheated. I think that side of it is very polished actually.
Yeah its really just the down thing for those big jumps that was confusing. Once i got the hang of it though after that I knew how to do it. So maybe a little text at the first one explaining it just like when you unlock double jump or dash would work.
I really like the gradually unlocking abilities method, its like a mini tutorial in itself.
Awesome game.
Great job! I hate platformers, and I hated every moment of this, so you certainly did a great job. I gave up after getting the dash and my fingers started bleeding from the pieces of keyboard still lying around. My wife also threatened to leave me if I continue to use the words that was coming out of my mouth in front of our children. I kinda like my wife.
PS. Don’t take my comments as a bad thing. Your game is excellent!
Well, we're happy you enjoyed(?) the game to some extent! Thanks for playing!
Excellent platformer! Challenging, almost Super Meat Boy levels of frustration, but so rewarding once you complete it…
I only miss some audio.
You get my sincerest apology if we brought you anywhere close to the frustration that I've experienced with SMB, nobody deserves that! Thanks for playing!
Cool feature rolling down the slopes, I liked the unlocking abilities, but I missed the audio.
Good job :)
Building up the speed is always fun, happy you enjoyed it!