It hurts to move on by vjmunhoz

[raw]
made by vjmunhoz for LD 44 (JAM)

Welcome Stranger!

You are trapped in a maze, losing health for each step you make.

You should search for the exit. It is not hard to miss it.

You may explore the maze and find scrolls of power and potions of life.

Be careful, see you on the other side.


Development

All the programming development can be found on this twitch channel: vjmunhoz ~16h of video (in Brazilian Portuguese)


Screenshots

2019-05-04 16<em>11</em>09-It hurts to move on.png

2019-05-04 16<em>12</em>34-It hurts to move on.png

2019-05-04 16<em>12</em>47-It hurts to move on.png

Ratings

Given 12🗳️ 12🗨️

Feedback

Nemesis
30. Apr 2019 · 08:20 UTC
This game really remembered me Tomb Raider for the graphics and overall "labirinthic" vibe. The compass mechanic is really nice, but it feels like the teleportation scroll is too much overpowered...
but you sure did an amazing job!
Lalou
30. Apr 2019 · 12:48 UTC
The graphics are really beautifull, unfortunately i think there is a too big part of "luck". That's fun despite ;) !
TonyTugger
30. Apr 2019 · 12:56 UTC
Good concept, could use more happening. Was excited by the teleport.
🎤 vjmunhoz
30. Apr 2019 · 12:57 UTC
@lalou yeah. The idea was to use the compass to check if you are going to the right direction, and put some other items to help. Unfortunatelly the only item that I managed to put was the Teleport Scroll. I intended to put some other items such as a "life contract", where you receive a ton of life, but it would decrease much faster after some turns
svdvorak
01. May 2019 · 09:10 UTC
Beautiful graphics, I really love the retro 3D. Interesting trying to figure out if you're going the right way. But it got a little dull just wandering around in the harder difficulties.
🎤 vjmunhoz
01. May 2019 · 10:03 UTC
@svdorak thanks! We would like to increase the items placement on the harder difficulties, increasing the amount of meaningful decisions of the player
limered
03. May 2019 · 18:15 UTC
Sounds kind of sad. I like the mechanics. Good idea to show the distance and refresh with life, so the player needs to make decisions. Unfortunately it's a little dull walking along on your own (maybe that's what this game is about?) Nice Entry
MrsTari
04. May 2019 · 10:21 UTC
really awesome! i love the style. the graphic is perfect :hearts:
Joror
04. May 2019 · 14:11 UTC
I love the old-school style of visualizing dungeons, and you evoke it nicely!
The maze feels a bit too empty though, with no hints where the exit may be. Even in easy more, things were not easy. :P
Perhaps more life, items and things to avoid, to get more player decisions in. :)
🎤 vjmunhoz
04. May 2019 · 16:33 UTC
@joror thanks for the feedback. The idea was to put much more items where you could gamble with your life in the "push your luck" style. (+20 life, but with a chance of consuming 2 or 3 life points in each turn, for example)

The easy mode usually is very easy to find the exit if you use the compass to narrow it down. As the exit glows blue, you just need to see the corridor that is receiving the exit light, and it could be seen by a distant...

But sometimes I understand that the maze that is generated don't help at all.
Bakenshake
04. May 2019 · 23:55 UTC
Yeah, this is giving me some old school graphics vibes. Like DOOM era or TR as others have said. It was fun. I wasn't sure if I won the game once I made it to the blue teleporter thing? It offered me the start screen with a difficulty rating to choose, so I assume so? Anyway, nice job, and I really dig the music.
🎤 vjmunhoz
05. May 2019 · 20:40 UTC
@bakenshake thanks! Yeah, you won the game! I did not had time to do a proper "You won screen" hahah
arron-fowler
06. May 2019 · 12:11 UTC
It was nice to see a maze and the theme is here. I did not find myself gripped by it and I think it was in part down to the movement mechanic. It felt a bit slow and laboured. I was on my phone so maybe some swiping might have helped.
🎤 vjmunhoz
06. May 2019 · 12:24 UTC
@arron-fowler thanks for the feedback! Swiping would totally made a positive difference. I realized that just after doing the buttons. But the time was over...
arron-fowler
06. May 2019 · 12:53 UTC
@vjmunhoz time is both our enemy and our friend. So much of mine was left out because of time. I honestly did not even have a single proper play through of mine before the deadline. Luckily it worked well enough. But it was luck.