Beneath Crystal Mountain by ianatherton

[raw]
made by ianatherton for LD31 (JAM)
Delve into the depths beneath the Crystal Mountain and destroy the dungeon's master.

Fight minibosses to gain access to crystal chambers where you can use minions to harvest their energies. Over time the crystals will enhance the hero's statistics.

Once you control each crystal (there is 3) the final area becomes unlocked. But you'll want to upgrade your stats before venturing forth.

Best played in a widescreen resolution.

Mouse/keyboard controls:
left mouse: attack
right mouse: pickup minion
wsad: move
E: quaff potion

Controller controls:
left stick: move
a: attack
b: pickup minion
y: quaff potion

Code and Game Design by Strange Fire: http://www.strangefire.eu/
Art and Game Design by Ian Atherton http://www.ianatherton.com
Music by Matt Oglesby http://mjomusic.co.uk/

*Update*
Thanks for the nice comments.
Visual post mortem thing here: http://imgur.com/a/5gVoO

Ratings

Coolness 59% 3
Overall(Jam) 3.69 149
Audio(Jam) 3.13 341
Fun(Jam) 3.39 248
Graphics(Jam) 4.00 164
Humor(Jam) 2.97 308
Innovation(Jam) 3.00 524
Mood(Jam) 3.38 267
Theme(Jam) 2.68 945

Feedback

Rocketship
09. Dec 2014 · 11:45 UTC
Very nicely crafted game for a jam game. Controls very well, maybe would've wished a bit more feedback on the hits. Also the damage indication text isn't always clear, I can't really tell who is taking the damage at all times. But all in all a solid package that I enjoyed.
Emkani
09. Dec 2014 · 11:55 UTC
Nice idea, only real issues is that it is hard to see which numbers are your own and which are the enemies.
borgi
09. Dec 2014 · 17:42 UTC
Impressive graphics! It was a bit hard to dodge the attaks of the enemies but still good job! I GOT KILLED BY GORO
BabaJaga
09. Dec 2014 · 18:03 UTC
Beatifully done! I would love to see postmortem how the levels and monsters were created!
rogberth
09. Dec 2014 · 18:10 UTC
Thats a lot of work done! Nice game, good job!
TheCams
09. Dec 2014 · 21:28 UTC
Good idea, the game is not too hard even if sometimes you get overwhelmed by mobs. Having magic power or special attack would be awesome. Maybe consider displaying the enemies life and reduce the size of the damage text.
Good job !
Code Medicine
10. Dec 2014 · 02:40 UTC
Nice job guys. I really like the visual style, movement feels good, seeing through walls when you get close is a nice touch. I didnt feel like I could land all my swings. Some things felt out of place like the chat bubbles over the characters. I REALLY didnt care for the map taking up half of my view.
Leaghorn
10. Dec 2014 · 02:41 UTC
Very nice graphics. Controls would be better if the player follow arrows controls but looked at the mouse cursor. Then he would strefe around enemies and hit them even while runing away.
dalbinblue
10. Dec 2014 · 05:02 UTC
These are really nice graphics and nice big area to play in. My biggest issues was that it was pretty easy to get overwhelmed by enemies, and I couldn't find a good strategy to attack them in a way that didn't hurt me too, so it was a lot of grinding and drinking potions to get through the slog.
MurderSantaTeam
11. Dec 2014 · 22:37 UTC
nice game :D
DarkCart
13. Dec 2014 · 11:04 UTC
Nice 3D graphics.
blzkz
13. Dec 2014 · 11:07 UTC
Nice graphics, I like the gameplay, an action rpg is nice, but I think you don't stick well to the theme. But still a nice game.
Harsay
13. Dec 2014 · 11:14 UTC
For me it's a very lazy interpretation of theme. Graphics are nice (except paint-like dialogue clouds). Gameplay lacks of more advanced mechanic than just hitting with a sword.
Rothens
13. Dec 2014 · 11:15 UTC
Nice entry.. :) Maybe it's a bit hard, but still enjoyable.
Si1ver
13. Dec 2014 · 11:25 UTC
Nice 3d game to implement in 3 days.
puppetmaster
13. Dec 2014 · 18:48 UTC
Nice graphics and cool gameplay.
When you get hit or you do hit is the same text color.

Well made!
Rick Hoppmann
14. Dec 2014 · 10:24 UTC
I really like the textures, but the overall art is to inconsistent. Vector graphics vs. lowpoly vs. paint-like UI.
I didn't see there was anything beyond fighting to this (hence I did not see a point to carry the minion to). The fighting itself was very repetitive and did require no skill or tactics at all. It also lacked better visual impact when hitting an enemy.

Clear objective, consistent artstyle and a diversified battle is what the game is missing in my opinion. I really like the vector graphics and moody light.
memilian
14. Dec 2014 · 17:16 UTC
Technically impressive ! The game-play lack a bit of variety thought.
cxsquared
18. Dec 2014 · 23:23 UTC
Really amazing game to be made in only 72 hours. Great work.
nosfer
19. Dec 2014 · 20:18 UTC
quite solid, but little hard to control. I found out that pressing Q stops character rotation. Maybe it would be a good idea to separate walking from attack so the player can walk in one direction and attack in another. Or some kind of locking on nearest enemy?
🎤 ianatherton
20. Dec 2014 · 07:53 UTC
Q is still mapped to a function that makes the player move independent from rotation, that means he would be looking at the mouse pointer in the game world, but having less time than required to make the same functionality on the controller as the keyboard + mouse combo, we scrapped it, but still the button was left mapped.
Steven Colling
24. Dec 2014 · 13:15 UTC
Impressive amount of work for a jam game. While the controls feel smooth, a little bit of polish in terms of feedback is missing, especially respective the fighting. Anyway, good job and nice graphics!