(GAME MUST BE IN FULL SCREEN TO SHOW ALL UI!)

WARNING! In the instructions menu, it states that if you reach 300 calamity, you die. THIS IS NO LONGER VALID. Instead of 300 calamity, its 500 calamity.


Description:

Mankind is in the brink of destruction. To avoid a potential extinction, you have been tasked as the first diver into the greed layer, the first ever layer to have a promising environment for humans. It is up to you and your trusty gadget to traverse the layer and determine its value.

However, this layer has a special property that punishes those who have any material desires. Using your gadget too much will end in your demise. You must escape the layer before calamity reaches you. Good luck and godspeed, diver.


How this game fits the theme of the gamejam:

I often have to explain this part because many aren't sure how this game relates to "sacrifices must be made". For every object you either spawn or swap places with, you increase your calamity which brings you closer and closer to death. Despite this, it is required to use these mechanics to get to the soul crystal which is where the sacrifice part comes into play.

KEYBINDS:

E- Spawn

R - Teleport

F - Explode

WASD - Move

Space - Jump Shift - Sprint



Comments

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(2 edits)

I think the gameplay is really unique and has a lot of potential. It sort of reminds me of TowerClimb , and I think the game could work really well as a roguelite.

The main issue I have with the gameplay is that the platforming feels a bit janky. You should consider adding coyote time, a jump buffer, and increasing gravity after reaching the peak of a jump. Another problem I noticed is that when placing a crate, the camera zooms in which looks really cool, but it’s a bit annoying when trying to place crates far away. I’m not sure if this is intentional to limit crate placement range, but if not, it might be worth adjusting. Also, I think it would be cool if crate explosions gave you a small boost when standing nearby.

Regarding the difficulty begin too hard, I think having multiple levels could partially solve this. Most players don’t want to read while playing, so you could start with a really easy level where the player can freely experiment and learn the mechanics. This would also give you a chance to gradually introduce new gameplay elements, such as hazards or collectible boosts, as the levels progress.

You didn’t ask about the art, but I think you shouldn’t scale pixel art. Mixels make the game look a bit silly.

Lastly, I found a couple of bugs in the game.


Here I was able to stick to the wall after blowing up a crate.



Here I got A rank even though I should have gotten C.

thanks for the feedback!

Ngl, I was going to do levels but I ran out of time. Also, the crate issue is something I’m aware of and will fix in todays patch.


about the ranking system, however, that part is intentional. I didn’t want to have many ranks so I just scaled it down to A, B, C, and F

Apparently, I can update the game as long as the updates aren’t too substantial. I’ve been wanting to release a huge overhaul to the games environmental design which will be released today along with the in game instructions finally specifying the correct amount of calamity that ends your game

video is out my fellow coders

I got some of my friends to play the game but most couldn’t beat it cuz they were confused on where the crystal is.


I will post a video of my own personal path to help anyone confused with where to go but I do want to clarify that there are MULTIPLE paths in the game so I only recommend watching the video if you have no idea on what you’re doing.

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I've got an update that I will release after the game jam ends cuz idk if the updates are too substantial to be legal.


Anyways, if you're interested, heres the changelog after the gamejam ends:

- Fixed a bug where if the player activates spawn and swaps a fraction of a milisecond after spawning, it would break the game

- Added more paths

-New background

- New decoration

(2 edits)

Yeah so I drew an entire city art for the game when it was intended to run left to right but the mechanics kinda made that feel a bit too boring so I had to change it. Obviously, I didnt want to scrap the art so I just kept it so sorry if the background looks wonky.


I also want to clarify that everything in this game was drawn by me. No AI and all that. I try to stay away from using assets from the internet unless its something related to sounds since I dont know sound design and music lmao.


:oo sick art dude!! it looks so professional!! did u do both the drawings AND code? that's actually crazy if u did.


also, idk if u know this already but there's an option in "Edit Project" that allows your game to be played in fullscreen (it's found between "Embed options" and "Details")

I'm looking forward to playing your game!! the description sounds super cool :oo

(2 edits)

Tysm! Other than the sounds and music, everything in this game was 100% drawn and coded by me!


Also, regarding the fullscreen button, I originally intended to set it as that but apparently I need to activate "SharedArrayBuffer support" for godot web games so nothing would crash. Now, I got this advice from a nearly 3 year old video but I'm not gonna take any chances lmao.


Edit: I just realized I can set it both at the same time lmao

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Highest **FINAL** rank I've gotten was A. Lets see if anyone can beat that.


(Theres prob an op path that I dont even know about which pretty much guarantees S tier lmao)