Eldritch Depths by simex
I return to LD for the 7th time, and dare I say this is the most polished entry I've had so far!
This was my first time using the 2D system in Unity, which was a lot of fun.
Final feature list includes 5 enemies, 3 bosses, 5 upgradable stats, 3 abilities and controller support! Hope you enjoy playing it as much as I did making it.
~~Due to severe game jam code, the performance in the web version may vary.~~

The team: * Art, Programming, Sound fx by @Simex * Additional enemy sprites by @Dreglord * Main theme by @YaboiMatoi
Controls: * WASD | Left Controller stick, to move * Arrow key | Right Controller stick, to shoot * Shift | Left trigger, to use the shield * Crrl | Right trigger, to dash
| Link | SOON I hope, having audio issues |
| Link | https://simex.itch.io/eldritch-depths |
| Original URL | https://ldjam.com/events/ludum-dare/48/eldritch-depths |
Ratings
| Given | 27🗳️ | 39🗨️ |
I really thought this was a well put together package. Im used to mouse and keyboard so I died the first time not understanding the way to kill the enemies was using the arrow keys. But upon respawning it was clear I just failed to read the instructions.
I thought the art was dark and gloomy and fit really well together though per my previous comment I do think the instructions in the starting screen could have stood out more / had higher visibility.
The combat felt good and allowing the attack to bounce is a nice touch. I liked the boss fight and also liked how the boss model got pulled into the next level down as a smaller regular enemy.
Nice work!
Amazingly good time. Love the graphics style and the simple yet FUN gameplay. The spells ricocheting off each other was great, that led to a few really bad ass moments as well as some comedic events (--shakes fist at that bat--).
Very impressive and well done!
Increasing damage seemed useless :p
Good work though!
Any action jam game with a boss fight gets a boost immediately, really does make it stand out. Good job!
I would love to see more like this in the future.
The core gameplay loop did get a little stale, maybe adding some power ups for new abilities could be cool (different projectiles, shield effects, maybe add a slash to the dash)
Just a few of my thoughts.
The theme and mood felt well put together. I'd love to see narrative added to it as well.
The idea of having to collect your mana "orbs" was an interesting one, but having said mana orbs despawn often led to penalizing low accuracy by having your mana reserves depleted. I get that you can never get "stuck" because you can absorb mana from enemy bullets, but that's a tedious process at best. Some sort of slow auto-mana-regen, or just no expiry time on mana orbs, or =something= to alleviate this would have been appreciated. Still, I made it through the whole 5 levels and it was enjoyable despite that.
Ah, another thing -- the first time I killed a boss, I happened to be in the middle of the room, so the powerups spawned on top of me, meaning I couldn't select what I got. Then the stairs also spawned on top of me, so I didn't end up collecting any of the leftover mana orbs. That was a sad run-ender =(