Rocks Fall, Everyone Dies by unnamed1334
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🗨️ |
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 !
However, the balance probably needs to be tweaked a bit, just take a look at the build I ended up getting :D 
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.
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.