Artifact Dive by AdroitConceptions
Artifact Dive. Drop into an unknown labyrinth, find the Artifact and get out before you run out of power. Your weapon and shield both use up your power. You die if attacked when out of power :(.
Procedural generated levels, so each play will be different.
If you want to know more about my process see my Postmortem.

Tools: - Linux - Unity 2017.1/MonoDevelop - GIMP - Audacity - Otomata - BFXR
| Source code | https://adroitconceptions.itch.io/ld39-artifact-dive |
| HTML5 (web) | https://adroitconceptions.itch.io/ld39-artifact-dive |
| Windows | |
| macOS | |
| Linux | |
| Original URL | https://ldjam.com/events/ludum-dare/39/artifact-dive |
Ratings
| Overall | 516th | 2.96⭐ | 77🧑⚖️ |
| Fun | 401th | 3⭐ | 77🧑⚖️ |
| Innovation | 586th | 2.4⭐ | 77🧑⚖️ |
| Theme | 489th | 3.173⭐ | 77🧑⚖️ |
| Graphics | 633th | 1.973⭐ | 77🧑⚖️ |
| Audio | 310th | 2.878⭐ | 76🧑⚖️ |
| Given | 69🗳️ | 80🗨️ |
Didn't realized that the exit was the starting point but I made it anyway :)
Music was nice, but I didn't feel it was appropriate for the tone of the game though.
@manafest, yes the levels are procedurally generated
@wevel, more enemies, more map tiles, & better sprites for player/enemies were all on my wish list :( Code was setup to handle it.
@agecaf, thanks. the Proc-gen is what I probably spent the most time on.. Making sure it would always build a solvable labyrinth. The whole last explored is probably 2 things -> the proc-gen puts it in the 'farthest' node from the starting spot (or one of the 'farthest' in a tie) and why would you keep exploring after finding it?
@exr, more enemy types was on my wish list, code already accounted for it, I just didn't have time to get them made.
@automatonvx, keys and locked doors were on my wishlist of things that I ran out of time for. Better graphics were also. The enemies turning slowly wasn't a stealththing persay, I just had a limited turn rate for them and the would only move forward. so they would turn until almost facing the correct way.
@fazz, thanks for the feed back. You are correct, the prod-gen does use a maze alogrythin so the 'follow the left' does work. The loops and center room would have made some of my other prod-gen much harder (locked doors and keys) as I couldn't just use a tree to ID what was behind what door.
@speedysloth99, Thanks for the feedback! Sounds like you played carefully instead of a rush forward way (same as me). If so, energy management isn't much of an issue. If you don't get hit & don't miss, there is enough energy to kill ~49 enemies. I believe the max number of enemies is 72 with the current generation code. but that is really unlikely. I suspect that with the exception of really rare generations, there is enough energy to kill all the enemies (if not hit/no misses). As for the physics, the player, bullets, and enemies are all physics objects.
Keep moving forward.
@madalaski, Thanks. I suspect the AAA voice acting is a joke... that or I have a talent that I didn't know about :) The voice acting part was to make sure the 'need to get back to the start' was clear. I figured that the 'mission' details wouldn't get read by everyone and picking up the artifact needed some player feedback. Was a good place to put in the 'now get back to the start' message.
@gurvan, Thanks! If you are careful, there shouldn't be any problems finding the artifact (see prior comment by me regarding the energy level and number of enemies).
Can't rate yet because I didn't publish, but i'll try to remember me to do it later :)
I agree with the room variation, maybe giving a way to avoid enemies vision in some of them could be nice. I want to point out the fact that playing on the pad is difficult (but normal), almost because of the buttons, having wasd available wouldn't be too much :P
@number6406, thanks for the feedback. WASD actually work and are what are in the instructions on the loading page.
@nidup, thanks for the feedback. the player/enemy art was placeholder art so I could work on the programming. I ran out of time and never managed to replace it. I didn't think that having the walls being 'simple' lines would be better... but I think you are correct, that may have made the art more consistent.
I liked that you didn't go overboard with the power mechanic - so many games just made the power aspect basically a timer and then it just became a mad thoughtless dash to do the next thing, which genuinely felt worse for their games than better.
I found that you could edge away from a lot of enemies without being hurt, but there were still times where you *would* get hurt. That was a nice balance. Though overall it was probably too easy.
Would have wanted a bit more than absolutely random wandering around to find the goal, some kind of clue or pointer but not dead obvious would have been great. Or perhaps just pick one default ending point but leading to that point would be procedural - like how Spelunky does it - you always go down, but how you get down would be varied.
Good, considered, if not really all that mind-blowing :) Good back-to-the-basics.
@tuism, Thank you for the feedback. I did spend much more time on the proc-gen then I had hopped. Everything (start, artifact, layout, enemies) are all placed procedurally, code even was written to handle multiple enemy types and tiles. You can also look at my [post mortem](https://ldjam.com/events/ludum-dare/39/artifact-dive/artifact-dive-post-mortem) for some details on what happened with my time.
EDIT: Just checked your post mortem, looks like you already had considered the additional content for the level, as well as some cool other features, it's a shame you didn't get chance to implement it all
The web version does not work for me, lately the unity web games all tell they cannot allocate enough memory which is a ridiculous error since I have plenty of memory in all parts of this machine.
Nice music and sound effects (SFXR?) and the gameplay nice simple and clear. The text is a little samll and text in a game is generally not the best way to convey story, objectives or any deeper meaning. A little graphical tutorial, maybe just a still image with the shooting circle and one enemy circle and the artifact would have been enough to get the point across. On the other hand you don't use text excessively, so it is not that bad.
The game was short, I got it on my second try. This is fine, I myself have this time created a very short game because I was focussing on graphics but in your case the graphics are not that nuanced :-)
Overall this is still a solid game, good job, keep up the good work!
@gagapete, Thanks for the feedback. I did try that once and yah... it is hard with a touch pad.
@blaster391, Thanks for the feedback. You are not the first to comment on the level difference between the music and SFXs. I think my perference is different the the norm. So thanks for that feedback.
@aaforcebox, Thanks for the feedback. I didn't want to many mechanics, but one or two might have been nice.
@smbe19, Thanks for the feedback.
@iamsodarncool, Thanks for the feedback. I agree some better player feedback on the charges would have been nice.
@gonutz, Thanks for the feedback. Sorry about the download confuzion, that was for the Compo requirement for having the source provided. The size is probably my audio tracks, which were recorded in an uncompressed format (Unity formats them for export). I attempted some native builds (but they had some issues). The native builds were about half that size (including the Unity executiable)
Graphics looked like place holder, but your music was very good!
And you made good use of the theme.
Perhaps a bit of polish to make it complete. I'm sure It would make a fun game to play for more people and not be dismissed instantly.
I'm impressed you got procedural generated levels working! That's always tricky. A bit of variation in the layouts would be good.
Nice work!
I found the Artifact on my first run and died dumbly, got it on the second run though :D
Having more time, I think trying to improve the graphics would have been the best use of your time, then maybe adding a second type of ennemy.
Level generation was perfect, and the game is fast enough to allow multiple runs
First of all, the voice over when finding the artifact was a nice touch.
Then, the art direction is simple but effective, it's correct enough for the game to be enjoyable and to understand what's going on.
The music and sound effects are nice. I found the music spot on for this kind of game.
The game played smoothly, there is feedback from being hurt / hurting a mob. Increasing a bit the energy drop could be nice. I had no problem with the controls.
A radar (activated at the cost of energy with a key press) letting you see a dot or a vague "oriented arc" at the general direction of the item during one second (or any duration you want / like^^) could be a way to un-frustrate players with the randomly-generated-maze concept while keeping the searching aspect. Making it less likely to let your player die just by lack of luck or waddling around dead-end to dead-end. (just my 2 Cents after reading your "post-mortem" post^^)
This being said, since there is no energy drop by walking, I found it to be balanced enough.
Even though the game might seem simple, I think the foundation for a good game has already been laid down. Switch up the graphics, code in a combat system, and I think you're pretty much set.
@jusw85, Thanks for the feedback!
- \+ Procedural generated labirint
- \+ Soundtrack
- \- I don't like your graphics, it's simple ugly, you should try paint some person or if player is ball, some better textures for ball.
- \- No ground texture, if you put there some simple floor or grass it could look much better
- ? I try hard, but I can't find artifact.
The game could be greatly improved with some better graphics but well done :thumbsup:
Tried the postjam version after to get some feeling of progression, and I must say, it looks much nicer. Sadly, it actually felt much harder to survive too, especially without the option to see into next rooms, while the enemies apparently could see me and fire at me through the door on even change room and ram me in the door just when I was about to enter.
Nice idea, I enjoyed playing it, but some balancing and further polishing would certainly help.
I guess there is some luck via the map layout and the choices you take. Number of enemies per room is based on how far the room is from the start point, so yes, there is some RNG in how many enemies per room.
As for the post jam version, I agree, I need to update it so the enemies don't attack/see through the doors.
The only thing I'd like added is some chance of getting back your health and/or upgrading your weapon (three-way bullet or just simply a larger stronger single bullet). Maybe enemies could leave powerups?
Excellent compo game though, thank you!