Amulet of Qayin by Maytch
Amulet of Qayin is a top down action adventure, heavily inspired by the Legend of Zelda Series. The protagonist is on a quest to rescue a princess that was sealed away in a dungeon full of monsters. Besides his staff, he also makes use of a unique power. Sacrificing the unconscious monsters into essence and materializing it as amulets that allows the bearer to use the powers of the former owner. But only one such amulet can be used at any given time.

How to play:
Traverse the dungeon, solve puzzles, slay monsters and make your way to the cell, where the princess is held captive. Use the amulet powers to aid your quest.
Keyboard Controls
X - Attack/Confirm Menu choices
Z/Y - Turn to Amulet
A - Sprint (if the right Amulet is equipped)
Credits:
Programming: @Maytch
Pixelart: @Zugai89
Music and Sounds: @davekingcool
*Fixed softlock bug preventing player from being locked in a room, moving enemy from room 13 to room 12.
| Windows | https://maytch.itch.io/amulet-of-qayin |
| Original URL | https://ldjam.com/events/ludum-dare/43/amulet-of-qayin |
Ratings
| Overall | 209th | 3.792⭐ | 50🧑⚖️ |
| Fun | 315th | 3.521⭐ | 50🧑⚖️ |
| Innovation | 506th | 3.167⭐ | 50🧑⚖️ |
| Theme | 440th | 3.583⭐ | 50🧑⚖️ |
| Graphics | 110th | 4.296⭐ | 51🧑⚖️ |
| Audio | 240th | 3.553⭐ | 49🧑⚖️ |
| Mood | 282th | 3.617⭐ | 49🧑⚖️ |
| Given | 76🗳️ | 50🗨️ |
P.S. The credits gave me a real laugh.
congratz :D
The only thing i "really" disliked was the room with the 2 pressure plates and the wall trigger. That damn minotaur always died next to a wall so i couldn't put him on the trigger :(
@sadsmile: yeah, I had issues with that too, but that could also be part of the challenge ^^
@rasmus-clausen: we planned to save roomstate to some degree (after completing the puzzles), but it did not quite work out in the timeframe :D
@ilseroth maybe the narrative part is a bit lacking, you're just "thrown in" no explanations, no buildup, and such. Please tell us, if you find out what we're lacking^^
I'd say this is one of the best entries I've seen so far, good puzzles and good ideas.
The loop used for the music tho was too short in my opinion. As good as it is, it gets quickly a bit annoying, which is sad because the loop was well executed and the music well made :/
The player might have been a little bit faster.
Anyway, I really liked the game, good job guys :D !
Some things I wasn't a big fan of were the attack range, as sometimes it felt like the minotaur still managed to get a hit on me even as I swung. The choice of keys to use for controls were a little strange, such as Z and Y to sacrifice, X to attack, etc. I encountered an issue every so often where I would reenter a room and get stuck inside the minotaur and take damage until I died.
Overall I really liked the aesthetic and mood of the game. With some more polish you could easily expand on the concept and make a full experience!
@pavocado: no restart mechanic, only resetting the rooms by leaving and reentering. Are any rooms still prone to "softlock? (eg. you can get in, but not out, after sacrificing the mobs in the wrong order)
My only suggestion is to give the player more ways to recover health. I made some mistakes early on during my playthrough that left me with very little health, and I died shortly after getting the key.
We had plans for a longer dungeon with more rooms, puzzles and of course pots to regain health, but could not fully execute this concept on the last day, since implementation via "Tiled" did not work out on day one and the rooms still had to be built "in engine" by hand.