The Tiny Depths
A downloadable game
Explore the caves and ruins of a hostile planet. Go through a very challenging route with save points as you try to explore further and discover the secrets of the alien world you landed on. Reach new biomes, navigate through a plethora of alien environments in a seamless world and face their bosses on your journey going down to the unknown.
This is a challenging game. The Tiny Depths might be tiny in pixel resolution & palette colours but it is a completed title and it is quite big size-wise. It is difficult to beat it on one seat and will definitely put the player's platform skills to the test. Therefore saving your game on the savepoints you encounter and return again later on to continue is recommended.
- Z: Fire/Enter/Skip
- Arrow Keys L/R: Move The Player Left & Right
- Arrow Key Up: Jump
- GamePad is supported and highly recommended in case you own one.
- You may also use your mouse in the game menus.
If you enjoy the game and you would like to have it on the go, it is also available on Google Play store for mobile android devices. We are also working on an iOS version for the future.
Made by:
Georgios Psaroudakis - Program/ Game & Level Design
Sam Vieten - Sprites / Tileset
CYGNOSIC- Original Music Soundtrack
It is not meant to be an easy title but do not give up, you can do this!!!
Includes bonus Post Game Challenge Area for the brave explorers.
Cheers!!! <3
Status | Released |
Author | Nerd Game Development |
Genre | Platformer, Action |
Tags | 2D, 8-Bit, alien, Metroidvania, Pixel Art, Retro |
Comments
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Very cool game. I never thought about making a game on that small scale. The Soundtrack is amazing! :)
That's why there is a dedicated music player for it! <3 That's a very nice thing to hear as I also composed the soundtrack, thank you so much!!!!
There is literally nothing fun about:
a. A blind drop into spikes
b. A blind drop into an enemy that may or may not be underneath you
c. A blind drop into a room full of enemies
d. The first boss (who I ended up jumping over)
e. Spikes you can walk into the side of
In hard games that feature these sorts of things, there's often something else going on that is balancing out the risk/reward factor and there's often a layer of progress on top of whether you reached the checkpoint or not.
There's a lot here that's really promising, but some of the level design choices contribute to a building sense of bad faith that eventually just makes you give up when the game finds a new way to screw you over.
First of all, we are sorry for your unpleasant experience with these and thanks for the feedback!
a, b, c: All these are naturally happening because of the small screen of the game which is roughly around 72x72 pixels. It is very difficult to avoid this and unfortunately trying to pack everything within prayer's visibility (31 pixels to each direction) most of the times is not possible and will have the opposite results. Also this is one of the reasons the game has infinite tries and instant respawns at the savepoints. The positions of the enemies are not random, they are fixed and they are enabled only when they appear on-screen so the player can memorize them quickly.
d. Thank you for pointing this, this must be fixed.
e. We know this, there is a reason we reduced the collision with the spikes and it is done on purpose because we found out it makes a lot of jumps and maneuvers in the game way more difficult to execute and therefore more frustrating. You can try the mobile application where the spike collisions are left as they were initially,
Again we appreciate your feedback as this is our first game and we will try to improve the player experience for our future games in developlent.
Last but not least: kudos (2) for making it so far into the game!!! \o/ Most people do not.!
Cheers!
PS. Reading again the comment, I would additionally like to admit that yes, there are some design exaggerations especially in some points where there are drops where you have to avoid spikes you haven't seen yet, I can definitely relate to this and you are right, it is unlikely that the player will make it with the first try. Even if most of the times it is heavily related to the tiny resolution, some specific unnecessary spike points are already in a list and they are subject to fix with a patch for the future.
Again thanks for the feedback and for playing the game!! Cheers! \m/
the boss at checkpoint 16 seems impossible , over 50 deaths so far on it and i cant see a way past ... its firepower is too rapid
First of all thank you for taking the time to go so far in the game. This would the boss of the second area. I am sorry you are struggling with this, it's true it's kind of hard . But If you had to replay the game from the start, you would see you would get there again in almost no time with very few deaths. what i want to say is that once you pass a territory or find the solution to a problem you see it was not so hard it just needed a pattern or a specific way. It applies also with this boss. His health is 20 hits and the trick is to circle through the small platforms and the floor. It will end pretty fast when it happens. I hope you will not give up, you are literally halfway there! Cheers!
thanks for the quick reply - ive been trying to find the pattern and thought i had tried the one you advise , i must have done it wrong ! i also struggled with the 1st boss but managed to sneak past him ...
great game so far btw !
update - another 150 deaths at this ( up to 442 now ) and im officially done . this is too hard for me which is a shame as the rest of the game ive seen is great !
if the enemys fire rate was a little slower so you could jump between bullets it would be easier / fairer .
i still cant see the pattern your supposed to use , hopefully someone does a walkthrough !
I'll fix it then. It's a pity to stop it. Give me 10 minutes
and it's done. Boss health dropped to 3/4 and Fire Speed dropped as well. It should be significantly easier now. After all, I am here to listen to the feedback in order to improve the game. Cheers!
cool!
Thank you! <3