Rocks Fall, Everyone Dies by unnamed1334

[raw]
made by unnamed1334 for LD 42 (JAM)

The dungeon is being destroyed with you inside. Rooms are taking damage and will collapse burying anything inside. The only option is to head deeper into the dungeon. In order to survive you will need more powerful equipment. Pick what rooms you visit to get the upgrades inside. However, the rooms are collapsing faster than you can visit them. You will have to pick what rooms prioritize. Try to become strong enough to fight the boss before running out of space.

The boxes above the rooms indicate what rooms will take damage after a room is completed.

Controls:

W-A-S-D to Move

Left click to shoot.

Click on room to select it and see what is inside.

Upgrades:

Common:

Healing Potion: Restores 35 health.

Sigil Of Endurance: +15 maximum health.

Telescopic Enchantment: +3 range.

Sigil Of Power: +2 damage

Acceleration Charm: +3 projectile speed

Fleetfoot Charm: +1 movement speed

Fury Charm: +.5 fire rate

Rare:

Flame Thrower: +4 projectiles, +1 projectile scale, +3 projectile spread, 100% more fire rate, 20% more damage, 75% less range.

Cannon Module: 100% more range, 20% more damage, 50% less projectile speed, -3 projectile spread, 50% less fire rate

Sniper Module: 100% more range, 100% more Projectile speed, 50% less projectile spread, 50% less fire rate, Projectile count is set to one and damage is multiplied by the old projectile count.

Enhanced Autoloader: 50% more fire rate, 50% more Projectile speed.

Vitolink Munitions: 150% more damage, 75% less maximum health.

Hidensity Cartridge: 200% more projectiles, +3 spread.

Iron Boots: 100% more maximum health, 25% less move speed

Gun Boots: -5 damage, 50% more move speed

Ratings

Overall 848th 3.15⭐ 22🧑‍⚖️
Fun 456th 3.361⭐ 20🧑‍⚖️
Innovation 1071th 2.639⭐ 20🧑‍⚖️
Theme 1053th 2.806⭐ 20🧑‍⚖️
Graphics 855th 3.028⭐ 20🧑‍⚖️
Mood 899th 2.722⭐ 20🧑‍⚖️
Given 26🗳️ 3🗨️

Feedback

Paulo Augusto
14. Aug 2018 · 22:37 UTC
nice man, very fun
PixelFormedStudios
14. Aug 2018 · 22:40 UTC
Really like pixel art and the gameplay was very enjoyable. Maybe some sounds could have added to the impact of the events (like heavy shooting sounds, etc). Rather that or I have my game sounds turned off. Great game.
HYPRGLOO
14. Aug 2018 · 22:49 UTC
Fun game! As the comment above stated, sounds would do wonders for this game. I wasn't able to get very far, my best run had a ton of speed and a flamethrower with some range upgrades (which is actually super over-powered, hahaha). I died by running into an enemy. The gameplay is intense and chaotic, but just forgiving enough that it's incredibly fun. Maybe some directional indicators or a minimap would help with navigation. Overall awesome entry, well done!
BrainSlugs83
16. Aug 2018 · 05:36 UTC
It's not really clear what is going on in this game; the gameplay is okay, but it's a perfect candidate for gamepad support, seems like it would be an okay dual stick shooter -- I can't game with a mouse for very long without hurting my wrist so I'll have to pass for now. Good luck. :)
CristiHKJ
22. Aug 2018 · 17:26 UTC
Great game! Very cool and interesting! :D
Maksime
22. Aug 2018 · 18:26 UTC
Nice little game, as the others said, some music and/or sound effect would really polish the game.

I had fun while playing and makes you think "Do I go there to get the upgrade or should I fight the boss now ?"

Great work !
TheWustache
22. Aug 2018 · 18:45 UTC
I had a lot of fun with this game! I especially liked how you had to adjust your playstyle to the upgrades you collect, it really keeps things interesting.

However, the balance probably needs to be tweaked a bit, just take a look at the build I ended up getting :D ![Screen Shot 2018-08-22 at 20.19.08.png](///raw/94e/81/z/1a638.png)

The gamepla felt a bit grindy, but you progress quickly enough to offset this. The effect probably won't last forever, though.

Revealing which items are in which rooms is a great decision! It adds an interesting layer to the character building.
gustavo.christino
03. Sep 2018 · 04:13 UTC
Evaluation ...

0 - Main Mechanics:
It took a while, but I finally realized that my character could use powers (I believe he throws spheres of energy from that orb he seems to have at hand). Before I thought it was just running away and collecting items that added improvements (but when I reached the level of the boss, I realized that I would have to do damage to him (it took time to beat the boss)).

1 - Secondary Mechanics:
Each equipment seems to favor the character in some way, so there are several secondary mechanics (in that sense). Another interesting mechanic was having to select from several levels to prepare myself for the fight against the boss (I interpreted this way).

2 - Learning Curve:
Inside the game there are not many elements that have made me imagine that I would have to use the mouse, even because when I entered new levels, soon I had to walk away (arrows), so I would hardly think of using the mouse because sort of (for me) competing a little. Then an explanation inside the game could favor the learning of its users (in case of continuity of the project).

3 - Flow:
Despite some difficulties, I believe that I was growing in skill while the difficulty of the game increased, so I think it is adequate in relation to the flow of the game (there is always room for polishing).

4 - Love Points:
Misc Mechanics for Enemies. Powerups. Phases that are complicating. Fight against boss.

5 - Presentation of the Narrative:
The narrative was presented during the course of the phases I played. It was not presented comprehensively to me, but I could see that there was a progression in stages to the scene. I believe that outside the time of Ludum Dare (if the project continues) it would be interesting to invest some time in a narrative presentation, which could benefit the project in my view.

6 - Art Polishment:
I liked the art presented (with the exception of collectables); the names of the items indicated the utility, but at the same time there was no doubt whether to pick it or not, except for the potions of life (when I was wounded and such). I would indicate sound art as the next major step to the game; then I would think of graphic art (polishes after Ludum Dare and such).

7 - Monetization Attractiveness:
With a more solid narrative, the game would probably sell for itself (maybe Steam, I think). If the project is continued and have an interest in something in the casual sense and smartphones, then a very large variation should happen (hence they could monetize for advertisements, but I think it would practically restart the project, in terms of game design).

8 - Community Generation:
With character design and narrative design they could increase the "charisma" of the game, allowing the creation of a page and therefore the development of a community of players (as I see it). If you create a page on Facebook, invite me. ^^

9 - Cultural Dialogue:
Without the more developed narrative it is difficult to talk about how the game affects culture, and how culture affects the game.
ohmmus
03. Sep 2018 · 05:15 UTC
I had a blast playing this game. I'd really like some audio in a game like this, if I were to offer any kind of constructive feedback. Great work!