Shoot, upgrade, conquer enemies, attempt achievements, collect gems, all in an attempt to escape an endless cave.
Diamond Hollow was developed as an entry in Ludum Dare 20, a competition where you have 48 hours to create a game from scratch.
I’ve fixed some bugs and made minor adjustments for the Kongregate version (such as replacing the music, implementing kong API, etc), and I hope you enjoy it. I’d love to make a sequel without a 48 hour time constraint, so if you have suggestions, please leave them in the comments!
[2011.09.20] Diamond Hollow 2 is released! Check my profile for the link!
[2011.05.08] I just made a few minor changes to help out with some of the problems people have been having. I’ve removed the double tap controls to dash, so you shouldn’t accidentally kill yourself with it anymore. I also fixed dashing when against the ceiling, and you can no longer infinitely jump against a ceiling.
[2011.05.04] I’ve been reading your comments, and I’ve made the following changes: Enemies no longer shoot from off screen, you get knocked back less and recover faster from hitting enemies, Nothing To Live For requires you to die in 10s, up from 6s, you can use Q and E to dash left and right, respectively, S (with down) dashes in whatever direction you are facing, autofire is now toggled with F, enemy bullets are destroyed when they hit you, and the damage you take from enemies goes up much slower.
[2011.05.04] Sorry for not allowing arrow keys. I’ve added them in for move, jump, and dash.
Thanks for all the suggestions by the way! Things I’m thinking about putting into the sequel: Story mode with no autoscroll, multiple weapon upgrades to improve what your weapon shoots (add spreader bullets, etc), more polish on moves (dash isn’t great), checkpoints in story mode, a more random endless mode, and many more upgrades/achievements. Keep posting your suggestions!
A/D or Left/Right to move, W, Up, or Space to jump
Click to shoot, F to toggle autofire
E/Q or Down/S to dash (once acquired)
Escape to pause or unpause (it only looks like the game over screen) NOTE: Click the music note on the title screen to MUTE
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Shoot, upgrade, conquer enemies, attempt achievements, collect gems, all in an attempt to escape an endless cave.
Diamond Hollow was developed as an entry in Ludum Dare 20, a competition where you have 48 hours to create a game from scratch.
I’ve fixed some bugs and made minor adjustments for the Kongregate version (such as replacing the music, implementing kong API, etc), and I hope you en…
Shoot, upgrade, conquer enemies, attempt achievements, collect gems, all in an attempt to escape an endless cave.
Diamond Hollow was developed as an entry in Ludum Dare 20, a competition where you have 48 hours to create a game from scratch.
I’ve fixed some bugs and made minor adjustments for the Kongregate version (such as replacing the music, implementing kong API, etc), and I hope you enjoy it. I’d love to make a sequel without a 48 hour time constraint, so if you have suggestions, please leave them in the comments!
[2011.09.20] Diamond Hollow 2 is released! Check my profile for the link!
[2011.05.08] I just made a few minor changes to help out with some of the problems people have been having. I’ve removed the double tap controls to dash, so you shouldn’t accidentally kill yourself with it anymore. I also fixed dashing when against the ceiling, and you can no longer infinitely jump against a ceiling.
[2011.05.04] I’ve been reading your comments, and I’ve made the following changes: Enemies no longer shoot from off screen, you get knocked back less and recover faster from hitting enemies, Nothing To Live For requires you to die in 10s, up from 6s, you can use Q and E to dash left and right, respectively, S (with down) dashes in whatever direction you are facing, autofire is now toggled with F, enemy bullets are destroyed when they hit you, and the damage you take from enemies goes up much slower.
[2011.05.04] Sorry for not allowing arrow keys. I’ve added them in for move, jump, and dash.
Thanks for all the suggestions by the way! Things I’m thinking about putting into the sequel: Story mode with no autoscroll, multiple weapon upgrades to improve what your weapon shoots (add spreader bullets, etc), more polish on moves (dash isn’t great), checkpoints in story mode, a more random endless mode, and many more upgrades/achievements. Keep posting your suggestions!
Instructions
A/D or Left/Right to move, W, Up, or Space to jump
Click to shoot, F to toggle autofire
E/Q or Down/S to dash (once acquired)
Escape to pause or unpause (it only looks like the game over screen) NOTE: Click the music note on the title screen to MUTE
And thank you to the players for all the support you've given! As an update, Diamond Hollow 2 is now complete and I'm currently seeking sponsorship, so you shouldn't have to wait *too* much longer. :)
Update: Diamond Hollow 2 is released! Check my profile for the link!
Under rating threshold (hideshow)
I’ve been reading your comments, and I’ve made the following changes: Enemies no longer shoot from off screen, you get knocked back less and recover faster from hitting enemies, Nothing To Live For requires you to die in 10s, up from 6s, you can use Q and E to dash left and right, respectively, S (with down) dashes in whatever direction you are facing, autofire is now toggled with F, enemy bullets are destroyed when they hit you, and the damage you take from enemies goes up much slower. Let me know what you think!
Under rating threshold (hideshow)
Hi guys. I've updated it with a few more changes suggested by you guys. The plants are no longer harmful to touch, just their bullets (which should help with jumping into them when they are off screen). Also, the hit box for the player is much smaller now, no more getting knocked back because a bullet graces your hair. And finally, you can now pause and unpause to the upgrade menu using escape or P, so you can restart or spend your diamonds without having to kill yourself now. And to those interested in the music, there's some text on the title screen that links to the artist's page for the song if you click it. :)
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Thanks guys! I'm looking through some of the comments and am noticing people disliking the collision. I'd really like to improve on it for the future, but I'm not entirely sure which part of the collision people don't like. More information on that would help me a ton. Thanks!