GERYDAS TOWER by Syrapt0r
Long ago, a mysterious item called the Sigil of Light was discovered. It has the power to make it's owner invincible. When your sister becomes deadly ill, you do the same thing so many adventurers did before you... you venture to the tower built to protect the sigil. Can you make it through?

FEATURES:
- a good story
- epic intense top down fighting
- a soundtrack that made my computer die multiple times
CHANGELOG
Note that every version listed here was made and compiled after the compo ended. Unless noted otherwise, the new versions only fix bugs and don't add / alter gameplay.
1.0.1
- Fixed slimes / shooters spawning in walls
- Fixed slimes oscillating rapidly in some cases
- Fixed a bug where slimes would clip through walls if the player teleported while they were attacking
- Fixed a bug where the effect of the second special room would persist in new runs
- Fixed slimes not playing their attack animation in some cases
- Fixed a bug where the sword could only hit one enemy at a time
- Fixed a bug where shooters would ignore their cooldown timer in rare cases
- Fixed various visual glitches
1.0.2
- Fixed a bug where attacking a shooter projectile would crash the game
- Fixed some sprite misalignments
1.0.3 - if you only played 1.0.2, please update before voting!
- Fixed the player's hitbox being completely misaligned
1.0.4
- Fixed a rare crash when selecting the second option in the second special room
| Windows | https://syrapt0r.nulldev.org/LD/LD_44/ |
| HTML5 (web) | https://syrapt0r.nulldev.org/LD/LD_44/ |
| Source code | https://syrapt0r.nulldev.org/LD/LD_44/ |
| Original URL | https://ldjam.com/events/ludum-dare/44/gerydas-tower |
Ratings
| Given | 43🗳️ | 26🗨️ |
1. If you run diagonally, you have twice the running speed.
2. If you sacrifice your leg and die, you will restart with only one leg and half your speed.
Now to the game:
As usually your game feels and looks really polished. The music is fantastic again and the effort you put into your story is marvelous. And your game isn't really that easy.
This is a really solid ldjam game!
While the player character's sprite is very minimalist, they are very effective in representing motion. I thought that was pretty cool.
The game flow is pretty good. Fast character speed, short attack range and enemy speed make it a little difficult to avoid taking damage at times. However, that does open the game up to a good cadence of baiting out attacks and counterattacking with the slime enemies. The flying enemies could probably do with one less hit to defeat.
I encountered only one oddity while playing. I noticed you can interact with the detrimental dialogue gates more than once after making a selection. Not too big a deal, as you can just ignore them and move on after making a choice.
Good job on this one! It had a solid atmosphere around it which reminded me of older dungeon based adventure crawlers of this style. I had fun with it!
The combat felt a bit awkward at first but i like how it works with the momentum, maybe tone the momentum down a bit though. The flying monsters going through the ways was a bit weird as I'd often have to fight off hordes at the very beginning, but overall super solid entry
@raziyya I initially wanted to have randomly generated levels but in the end I didn't have the time to get that to work. Now the game just randomly selects one of three premade levels. The enemy / shop / exit placement is random though.
@j0ye The first bug doesn't happen for me, neither on my computer nor on my laptop using Chrome or Firefox. Weird. The second bug has been fixed in 1.0.1, I'm still trying to fix some bugs in the web version, once that updates the bug should be gone there as well.
@mika-la-grand You can get an indicator in the ingame shop, it shows you where the exit is located. As for the bats, I made them ignore walls because they can fly. Maybe not the most intuitive thing but it made sense in my sleep deprived mind at the time :smile: As for the UI, I'll look into it.

But I should say I really enjoy this pixel art. And sounds are great especially the teleportation one. :D
I think I know what the problem is though, I'll release a fix for that one soon.
Also, I only ever saw the shop once, so I had bags of gold with no use for it.
I noticed the little flashing animation when I got hit, but sometimes in the heat of the battle it was hard to notice. Adding something like a sound effect, camera shake, or other effect around the edges of the screen might give some valuable feedback about that. For the most part, I did just run around to avoid enemies and look for the exits instead of seeking out fights and shops. A few shifts in the balance or designing specific areas that you have to fight your way through enemies are a few ideas about how to encourage combat if that's your goal. Nicely done!
Would have liked a little more variation between floors. That teleport animation was really awesome as well.