Falling Labyrinth by LarrySeinfeld
Falling Labyrinth is an arcade-y falling blocks puzzle game and first-person dungeon-crawling RPG. The objective is to collect the three items (indicated on the map as white squares), then reach the green square to fight the final boss and see your final score. You have a time limit and limited # of pieces that fall which increase as you collect the three items. Try your hand at traversing the dungeon and building it!
Controls:
- w - move forward in dungeon/up in battle menu
- s - move back in dungeon/down in battle menu
- a - turn left in dungeon/left in battle menu
- d - turn right in dungeon/right in battle menu
- e - confirm what you are selecting in battle
t - restart game
down arrow - cause moving blocks to fall faster
- left arrow - move block left
- right arrow - move block right
Hints:
- Drum is weak to Poke
- Violin is weak to Slap
- Piano is weak to Scratch



This was my first LD and it was a blast! I plan to do it again, no doubt!
If you want, follow me on twitter. I'm going to be posting a lot more real soon: https://twitter.com/LAndrewSeinfeld
Tools: - Unity/Visual Studio - for programming - FL Studio/Audacity - for music and sound effects - GIMP/Paint - for art
| Windows | https://larryseinfeld.itch.io/falling-labyrinth |
| Original URL | https://ldjam.com/events/ludum-dare/41/falling-labyrinth |
Ratings
| Overall | 41th | 4.176⭐ | 36🧑⚖️ |
| Fun | 140th | 3.897⭐ | 36🧑⚖️ |
| Innovation | 4th | 4.485⭐ | 36🧑⚖️ |
| Theme | 14th | 4.515⭐ | 36🧑⚖️ |
| Graphics | 231th | 4.044⭐ | 36🧑⚖️ |
| Audio | 346th | 3.441⭐ | 36🧑⚖️ |
| Humor | 253th | 3.516⭐ | 34🧑⚖️ |
| Mood | 99th | 3.97⭐ | 35🧑⚖️ |
| Given | 42🗳️ | 41🗨️ |
Amazing concept, intuitive controls, great use of the theme. I love every bit of it.
I find the criticisms I have with this to be more in the finer details. As a whole, it's a solid concept and executed well.
- It would have been nice to be able to rotate blocks.
- When fighting an enemy, it would be nice to have your action and the enemy's action delivered in two separate instances, rather than both parts of the text at once. I didn't realize that the text was simultaneous at first and the battle sequences were confusing for those first few moments.
- I kinda sorta wish the Tetris parts were turnbased with the dungeon parts? That is, instead of having the Tetris and the dungeon going on at the same time, have a piece fall only after you defeat an enemy or something. Even with the extra time you get for collecting pieces, you still have to make sure you're positioning them in the right place while also trying to orient yourself in the right position to walk forward in the dungeon and it's like two very different control schemes you have to master all within a time limit. Maybe I'm just bad at dungeon crawlers, haha.
- The game is way too easy to accidentally restart. :stuck_out_tongue:
But yeah, this was quite an intriguing game with a lot of multitasking, lol.
@der-finski I'm not sure if it's been done before, if so that's a little disappointing, but regardless I had fun coming up with the idea and implementing it!
@kleinzach Thanks! Yeah, I didn't get much time to play test and get a feel for the difficulty, so if it felt a little difficult, I apologize.
@Random-storykeeper Awesome feedback! Thanks for the compliments. As for the criticisms, I agree 100%. All of what you said would have been stuff I would have worked on if I had a little more time. The only one I disagree with is the turn-based suggestion. I wanted my game to feel frantic by having to multi-task the two parts of the game. Also, is the restart button too close to the other controls? I originally had it as 'r', but realized it would be too easy to accidentally restart, so I moved it over. I didn't want it too far from the other controls too. I might reconsider the placement of that key, then. Thanks again!
Overall, though, awesome game!
One weakness I think this game has is that since there's so much going on at once, it's hard to pay very much attention to every individual thing. It took me a lot of tries to figure out that certain moves were effective against certain enemies, for example.
It might have divided the dungeon building and crawling into phases, so you first build a dungeon and then crawl through it.
@Random-storykeeper Certainly! I think hitting 'r' then bringing up a little confirm window is a great idea!
@nardandas Thanks for the critique! Player feedback is something I'll work on for sure! Right now it's implemented so when you use an attack that costs MP while you are out of MP you lose your turn. I had intended to fix that problem before the jam was over so that the game lets you pick a different attack instead of lose a turn, but I forgot.
@trivial171 Thanks for the feedback! Yeah I have to improve the player feedback so the players have a better understanding of what's going on in battles. I think giving players a little more time to complete the game as well as clearer descriptions of what's happening in battle with some visual and audio queues to represent that is what I have to do.
@arzi Thanks! Part of my idea is to make the player frantically multi-task the two sides of the game. I understand wanting the two aspects separated, but I like the action/arcade-y feel that multi-tasking adds to my game.
Thanks for all the kind words and great feedback, everyone!
Though I think I softlocked it by stacking to the top?
@jeplmr Thanks so much! that means so much to me, man! I'm glad you enjoyed it so much!
@RocketRaccoons Thanks! And that's fair, I didn't expect a lot of people to like the music anyway. it's funny, I had this idea a little earlier on in the jam, but thought it would be too hard to program, so I was trying to go with a different idea, but then out of stress of trying to come up with something else I decided to take a walk and maybe think through what the algorithm I would need for the dungeon building and in the middle of thinking it through and it suddenly clicked, so I rushed back to my apartment and implemented most of it in no time. It's actually not that hard.
I thought the music was too loud, and would have liked a volume control.
The controls, switching between the two halves of the game, didn't work very well for me. Maybe something more turn-based would have been better.
But I thought this was a well done entry, and it captures the spirit of both the RPG dungeon crawl genre and the falling block genre really well.