Enter the Abyss by GuitarBro

ENTER THE ABYSS
FIND THE SPELLS. SURVIVE.
What awaits you in the Abyss, you ask? Perhaps you would rather not find out...
...also: Mac and Linux builds are here! :smile:
CONTROLS
- Move: WASD/Arrow keys (you'll probably wanna use WASD)
- Select active spell: 1-3 number keys
- Activate spell: left mouse button
- Aim: Mouse position
- Pause: Escape
- Doing the thing it says it will do when you press "space": Space bar

TOOLS
- Unity 2019.2
- FL Studio 20
- Nodewerk
- Piskel
That's about it.

CHANGELOG
- 1.0.1 - Fixed pause menu not opening
DEV COMMENTS
I was originally targeting this to be a compo entry but due to my inability to think of something worth making, I ended up burning a bunch of time on the first day. This caused me to fall behind and miss the compo deadline, but hey, I still made the jam deadline and now you guys get a better game!
I would have still liked to add more enemies and spells, but unfortunately those were out of scope this time.
Ratings
| Overall | 228th | 3.798⭐ | 59🧑⚖️ |
| Fun | 326th | 3.561⭐ | 59🧑⚖️ |
| Innovation | 905th | 2.708⭐ | 55🧑⚖️ |
| Theme | 561th | 3.3⭐ | 57🧑⚖️ |
| Graphics | 73th | 4.342⭐ | 59🧑⚖️ |
| Audio | 115th | 3.902⭐ | 58🧑⚖️ |
| Humor | 824th | 2.077⭐ | 41🧑⚖️ |
| Mood | 45th | 4.205⭐ | 58🧑⚖️ |
| Given | 37🗳️ | 61🗨️ |
Loved the smokey mist you have going on, that's pretty awesome and I would love to know how you did it.
The attack animation for the slimes was epic the first time one hit me, really aggressive look on the attack, very nice.
Sound was ok, I think having multiple attack sounds or multiple creature "grarr" sounds make for a much nicer audio experience, so that' the only thing I would have spent a little more time on.
Overall the games really good, mood wise you're getting high points, the whole creepy atmosphere really works!
Well done.
From a gameplay perspective it feels like you got in the same trap as me usually where you make the game look great, add enemies and spells and animations and everything and then run out of time to actually balance it :D If the different spells would affect the enemies differently it would add more strategy to it where you need so cycle through spells to fight the enemies. Or does it already do that and I just didn't notice?
Anyway, just an idea. Still pretty impressive game for the short timeframe, congrats!
I think the level could have used a bit more variety to help navigate and I also hit an invisible wall even though there seemed to be visible walls around the level.
@marc-grabow You hit the nail on the head with that one. :stuck_out_tongue: All the time I burned at the beginning without a concept cut deep into my actual balance time. My original goal was for 5 unique spells and 5 unique enemies (with different ones being better matchups than others) but obviously that got cut back a bit. Oh well.
@d4rkweasel Thanks! Glad you like it!
@arzi Yeah, I wanted to add some more "unique" bits to the map and perhaps a bit of environmental storytelling, but I had to settle for some rubble here and there just to get by. Do you remember approximately where the invisible was? Unity's composite collider on the tilemap was giving me some weird stuff at one point, I may need to check it out again.
Loving the spell effects and the spawn animation is totally awesome!
Perfect atmosphere, good job
@lonewolfdev Thanks! I wish I could add more (maybe we need a post-jam jam to respond to feedback :stuck_out_tongue:).
I like the attention to details for the effects (e.g shake, glow). In the next iteration, I'd suggest to tighten up the pacing and ramp up to a challenge within a minute or two (maybe shrink the playable area to a screen or two, spawn powers on a timer, make the monster spawn much faster). As-is, it took me a while to find the spells and feel challenged and I stopped playing before I was in any danger of dying.
@webox I appreciate it!
I'm not very good at this kind of game, but it took me half of my play time to realize I could click anywhere to attack, I think my brain is still mush from the weekend of coding.
But great job, it's a nice little world :)
Very impressive for a solo entry.
And then I started all over again eager to see what other defensive spell I missed. And pretty quickly I found out that the third spell was not defensive at all. It was a fireball with almost no cooldown. And it was nothing but a disappointment. Game instantly lost all of it's fun, challenge and most important of them all - uniqueness. I pretty easily got over 8000 score and just let the enemies end me.
I think it's really worth exploring this concept of a room survival game, but with a lot of kiting and dodging tools instead of all the weapons. I've never seen anything quite like this before.
That out of the way, I really enjoyed the visuals of this game. It's really cool seeing pixel art mashed together with some downsized and pixelated smoke, fog and fire effects. Adding some dynamic lighting and shadows (and also some 2d fluid dynamics simulation) can go a long way with such visual style.
@detectivelosos That's quite a review, lol. Really interesting how you enjoyed the defensive spells more than the offensive one since when making the game, I felt quite the opposite. It certainly would be interesting to push the game further in the defensive direction. Regardless, glad you enjoyed at least one round! :smiley:
Really great work dude! One of the best games I've played on here :D
I knew the 2nd spell I missed was surely an attack, and on my second playthrough I must admit the fireball did make me feel overpowered, whereas without it i was on the edge of my seat the whole way. Maybe if the fireball had a long, Long cooldown that I would be able to atleast defeat some enemies, but keep the excitement of constant near death experiences?
The mist and spawn animations were on point btw. Great job!
https://www.twitch.tv/videos/492220256
@annie-owl Hah, yeah I wasn't a huge fan of this theme. But glad you enjoyed it anyways.
@jake-marks Thanks again for the play! It was great watching you play through it.
Content of the game was pretty easy. I found all the spells in 5 minutes I think. After that enemies were quite easy to beat. With the quality of effects, I'd definitely would like to see more spells. Some AOE ones like meteor storms etc.
Shield was pretty OP, as it did damage to the enemies. I ended up massing huge amount of enemies, activating shield and then just diving right in. Score text was too blurry for my eyes, but that's just nitpicking.
Nice work overall!
@keppu Appreciate the review. Nodewerk is a node-based image generator (think like Substance Designer, but more generic) that has unfortunately been pretty much abandoned. Used to be Peacock by Aviary until Adobe bought them out, but luckily they were allowed to make it available to download under the new name. Unfortunately [the site](http://nodewerk.com/) is pretty much dead right now and the program no longer receives updates so it's a bit buggy. But I haven't found anything quite like it so I still use it. I _think_ it's portable, so I could perhaps send you a zip of it, if you're really interested.
@noobdev Thanks for the feedback! Scroll wheel to swap was planned but unfortunately got cut due to time. Nice to know someone else was thinking the same thing.
@shabbyrtist Arguably, it fits the theme greatly and the theme was trash. :stuck_out_tongue: But I do agree it's not nearly as creative as I would have liked. Regardless, I appreciate your feedback.
You'll need Adobe Air to launch, but hopefully it runs fine.
(You may want to edit your comment so your email isn't public on the internet. :wink:)
I would have enjoyed some variety with the monsters and maybe some more speels, and in the end i was overrun, but hey, its gamejam! Running out of time is part of the fun! Its a cool game, i really enjoyed it. I really love the graphics, i think its fitting, same goes to the animations.
after a little while the monsters growling got a bit annoying, but that aside i have no more things to say but great job!