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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
A really fun game to play. Only missing audio. Great submission.
Thank you for playing, we're happy you enjoyed it!
Gameplay-wise - it's a new Celeste! Great game, great mechanics, great level design!
For future develpment - for sure audio, but also to add some personality to our dwarf.
Celeste was definitely one of the games we had in mind when designing the game (a difficult junglegym of a screen where you only have one shot to get through it) so that is one of the best compliments you could have given us. Giving Urist some personality would have been nice, I'm sure they could have a lot going on personality-wise. Probably couldn't make them as well fleshed out as Madeline, but one can dream.
Good platform game! It is fun and "the wall" idea is very good!! Good work!
That nice of you to say, thank you for playing :)
Fun little platformer! I do like how you increase your skills as you progress. Some audio would be a great addition.
Nice of you to say, thank you for playing!
This game was great fun and i loved slowly growing in strength with gradual introduction of new jumps and mechanics!
Thanks for playing, glad you liked it!
What a nice platformer! the control is nice, but as a keyboard player, I somehow always defaulted to pressing up for jumping - A feedback I can give about control is that if I kept holding the right arrow as the game restarts, it doesn't register my the input - I think people do tend to do this upon restarting.
I only managed to get to the level where I need to keep jumping on the bats, but I don't think I'm understanding the physics of the jump as sometimes it feels like it should bounce more and sometimes it doesn't - quite possibly my issue but some kind of explanation would've helped clarify the game mechanic. It was quite the challenge but it was also fun!
It's also a shame that you're lacking and audio which will make this submission feel a lot better, but great job nonetheless!
I don't see any problem with us adding the up arrow as a jump button, as it's not exactly bound to anything else right now. I'll look to see if we can get that added in the next hotfix.(See edit below) Yeah, especially on some of the later levels when the wall is moving too fast I can see how people would like to just hold down right to get going. Not sure if that's an easy fix or not but we'll look into it. I'm sorry if the game was too difficult, given more time we would have tutorialized the abilities a bit better. Hope you enjoyed your time with the game anyways, thanks for the feedback!Edit: After looking into adding up arrow and W as jump buttons, we realized that makes ramp jumps impossible without putting your hands in a really weird position (middle finger on W and index finger on S.) This is because our movement system has a weird quirk where you have to hold down S in the air to maintain momentum after a ramp jump. It would be annoying to make it through the first half of the game only to learn that you can't use that control scheme on the most challenging jumps. Sorry about that, I hope I was able to explain it properly.
This is a great little platformer, and has the potential of being a cult hit, sort of like Shovel Knight style. I love the concept. The gameplay mechanic potential etc. The movement needs a bit of fine tuning and work, but it's on the right track. You definitely need to actually implement 'lives' so that you don't have to restart from the very beginning after one failure? Unless this was intentional so that the player masters the entire level and finishes it unhurt...?
Also, the messages when you get the new abilities are confusing, because you can see them BEFORE you get the chest haha! Maybe a 'dramatic pause', a tada sound when you get the ability would have helped to notice it immediately. Unfortunately I didn't find it useful enough to drop my coins, but I can tell this spin is a great idea, I've always told people in this jam with similar ideas, that maybe you just slow the player down, so make it an interesting trade-off decision for the player: you want more coins, fine, but you're slow, otherwise be fast and go away with nothing.
Sadly as others noted, no music in this game, but I don't fault the team. I had no time to put any music in my game either, but at least I had some SFX.. would have liked to see (or rather hear!) some audio in this one.
That's very nice of you to say, we appreciate it. We weren't really aiming for the player to take damage and lose hearts like you do in a game like Shovel Knight, since if you die it's usually due to falling in lava or to the Hellspawn wall. It's more like Celeste in the sense that it's more about making it through the jungle gym we set up for you in one go, with the light punishment of starting the level over. The messages and abilities were just sort of constrained by how much time we had to work on the project. We considered making the character slower with more coins, but decided to make the wall go faster instead. Changing the player's movement speed sounds good on paper, but making the game feel worse to play and hurting movement options was too much of a tradeoff (plus designing levels around different movement speeds would have been a nightmare.) Audio was clearly our greatest shortcoming, and it's something we'll work on. Thank you for the feedback, I hope I was able to explain some of our decisions!
Yes thanks, very good stuff. I don't disagree with your movement choices. But personally, I didn't see or feel if and how the wall was going faster. Remember some times the wall is off screen so we can't immediately see it change speed. But that's indeed the right idea and a good alternative option if you don't want to alter player's movement. Perhaps with music (that speeds up!) the messaging to the player will be clearer. I hope you make a prototype of this game in the future, good luck with it if so.
Awesome game, and even playable with controller... very challenging, I want more :)
There was this one level where you had to dash thru 2 coins, I tried this like 15 times and gave up..... 10/10 xD
PS: Add some nice 8bit action music :)
Happy you enjoyed it, sorry if we made it a bit too difficult!
I am in the "it was too difficult camp for me"... but that being said what I managed to play, played well and I liked the retro feel!
Agree that sound would really have helpped nail the feel, good old fashioned synth music!
Reading the other comments it clearly has an audience so well done, great work!
Thanks for playing! Hopefully we can help soften the difficulty in the future.
Reposting in the game comments section:
I really like the art style of this game. Super solid and nice retro feel. I also like the little tutorial messages you've sprinkled throughout the level in the background. That's a really cohesive way to implement them. I suck at platformers so I didn't get very far but the controls seemed solid. No crazy slipping and sliding like you get in some platformer games. I didn't hear any audio? That would be a nice touch to add. Other than that, nice work!
Thanks for the feedback, we're glad the game at least felt good to play! Sorry if it was too difficult, we're looking into adding options for that in the future. No audio yet, but hopefully coming soon!
My absolute favorite so far. everything was great, the features blew my mind away and I love how you should have the perfect timing to pass the levels. that last level was insane and so awesome. bouncing off mushrooms at high speed and once you think it wouldn't get any crazier there is two more bats and a decent amount of free fall. I got 70 gold coins out of the whole 140 so I guess I didn't do so bad. Awesome game, real great work.
Honestly this game deserves more players and credit.
Thank you so much! Glad you enjoyed your time with it. The mushrooms at the end was our equivalent of the warthog run at the end of Halo CE, just wanted people to feel that speed!
Probably the best game I tried so far in this GameJam. Got me addicted super easily :P I got stuck on the pogo/double jump/dash section. Nice work! I would have liked some music with the game to make it even better. Thanks for sharing :)
That's very kind of you to say, thank you. We had to throw in a couple tricky jumps to keep folks on their toes! Audio coming at some point soon after the voting period.
Probably the best game I tried so far in this GameJam. Got me addicted super easily :P I got stuck on the pogo/double jump/dash section. Nice work! I would have liked some music with the game to make it even better
I liked the game a lot, gave me a big Shovel Knight feeling. The controls were tight, the challenge was just high enough so it would make me want to play more and the level design was on point. I'm just sad there wasn't any music and sound effects :(
Shovel Knight was in the back of my mind the entire time during development, so that's high praise to me! Using the pogo in that game is so fun, I'm shocked it hasn't been used in more platformers since. Audio is where we totally dropped the ball, just didn't have enough time unfortunately. Hoping to get that up sometime soon after the voting period.
OMG, I really liked it despite I found it a bit hard. But I think because of it being not easy kept me pushing on :D controls are great, level design is cool! The only thing I really missed is some audio, but I hope it will come so I can do a replay with sound (I've added it to my collection). Well done!
Thanks for the complements, we're very glad to hear you liked it! Hoping to get some audio up and running at some point, probably after the voting period since we're not so sure adding music/sound effects qualifies as a "hotfix."
I liked you game. Scrolling is very smooth. A little hard for me.
Sorry to hear that. We tried to allow folks to balance the difficulty on their own with the coin toss mechanic, but it seems like that wasn't enough for everybody. For some people it was too easy to get all the coins, and for some people it was too hard to get past the first few screens ¯\_(ツ)_/¯ It's something we'll look to improve upon in future games. Thank you for playing though, we appreciate the feedback.
Nice job. I enjoyed the game mechanic of rolling to gather speed :D.
Controls are good, but difficulty is just a little to hard for me :D. I was getting very frustrated on the First level :). But i did feel good when i achieved it.
No audio though? Or is that a bug my end.
Nice job! well done.
No audio, sadly. Happy to hear you enjoyed your time with it!
You did a great job with movement and level design and the look of the game is very well done and consistent! It really gave me a sense of excitement just barely grabbing something and getting back out; definitely some strong replay value. Great job!
We all had "Smeagol moments" when playtesting, when the thrall of a single coin floating over the lava was enough to make us jump in and restart the level. The greed is real. Thanks for the feedback!
This was a great experience. I really enjoyed trying to figure out which technique to use for the current section I was on. Well thought out.
That's good to hear, thank you for the positive feedback!
Wow. Great job on this. These controls are super tight and precise. I'm not used to seeing this level of polish on controls for a jam game. The mechanics, gameplay, controls, art... all on point. Tying coins to level speed is a really cool idea. Now if I only I weren't so bad at precision platformers... That slide jump feels so good, but I'm so bad!
Music or audio would have made this even better. Oh well, next time, right?
Hopefully we can get audio added next time! Two weeks is never enough time, right?
My first jam was 3 days, so 2 weeks sounded like an eternity up front. Yet here we are still wishing we had more time. You're right - two weeks is never enough!