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Descent (2021)

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In this platformer you play as a boy on his journey to find long-time forgotten treasure. Visit many mysterious and wondrous places, face weird enemies and reach the bottom, but be careful, falls can be deadly and all you have is your glider.


Descent was made for Brackeys Game Jam 2020.1. This version contains almost all originally designed and planned content that got cut due to the time limit of the jam, plus a lot of polish and many, many bug fixes. It's not an easy game, even though it starts that way. You will die a lot but we hope you'll have tons of fun at the same time.


At last, we would like to thanks our friends who tested the game for us, and special thanks to DDRKirby for letting us use their fantastic music. You should go and check them out.


Please, enjoy the game, we had a lot of fun making it and we hope you gonna like it.

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This game is honestly kind of rough. Aside from the big lag spikes, the game's main glide mechanic is frustrating to work with because it proactively works against the jump. You don't automatically pull it out after holding the jump for long enough, you have to let go and hold it again, in incredibly small windows of opportunity. The idea isn't bad, and I really like some of the enemy design, but I just don't enjoy the game enough.

Surprised at how challenging this got! I was worried in the beginning with how easy it was being, but hoo boy did I eat my words. Overall it is a bit of a mixed bag for me. On one hand, the gameplay, while simple, is pretty solid and the game does a good job at constantly escalating the challenge with a large amount of varied enemies and obstacles being introduced bit-by-bit. Graphics were pretty decent as well: a bit drab, but with some nice effects like dust clouds for movement and jumps. On the other hand, I did feel a lot of the challenge was not quite from good design, but unresponsive controls, annoyingly obfuscated obstacles, and frustrating physics. There were definitely some times where when I got hit, it was on me, and that's fair, but so many of my jumps were unintentional or delayed because of the controls: for example, I'd try to walk off a platform into a glide, but instead of gliding, it'd treat my input as a late jump right into some ceiling spikes, killing me (I suppose this is the bad aspect of coyote time). Plenty of other times where my jump would just go awry or I'd bump into something and lose my glide for no reason and such. A lot of the obstacles, like the crumbling bricks or especially the falling stalactites were barely visible and incredibly annoying to look out for. Speaking of looking out for, I wish there was a way to look down: I understand that we have a glide, but like a climber does (or a faller in this case, haha), I'd like to be able to look ahead and plan a bit. I still feel like I had fun, I just feel like this game kind of rides right on that tenuous line between fair challenge and frustration.

It doesn't try anything pretty new. But it's enjoyable

obscene difficulty spike

Busted a fat nut to this masterpiece

Credits & Info

Views
12,810
Faves:
86
Votes
405
Score
3.71 / 5.00

Uploaded
Feb 9, 2021
2:55 PM EST
Software
  • Unity
  • Aseprite