The Infernal Trail by Tudvari

About
The wagon must go west! I mean... not literally west, but it must reach its destination!
Build a road and lead (or deliver) the wagon to its home's safety!
While you have to fight off more and more, harder and harder devilish creatures!
6 levels and 4 enemy types! They are getting harder and harder, but you also become stronger and stronger!
Check out the post mortem! :)
https://www.youtube.com/watch?v=5wXzGgvJpTA

Controls
WASD to move around.
Space to place a road under you.
Left click to attack towards the cursor.




Features, that didn't make it?
Wander off & collect resources for building roads
Collect potions to refill you when needed.
A bit smarter enemies (like no wall pushing), also ranged enemies.
Upgrading your health, damage, range, and unlock passive effects after and during levels. Now it's just automatic.
Juicier art, sound effects, and a rewarding victory screen.

Extra info
Made with Unity3D, Aseprite, GIMP and 1BITDRAGON
Inspired by Unrailed! and Vampire Survivors (though I don't planned it to be a roguelite)
Feel free to follow me on YouTube where I'm planning to make a video about my submission! :)
Ratings
| Overall | 208th | 3.5⭐ | 30🧑⚖️ |
| Fun | 204th | 3.375⭐ | 30🧑⚖️ |
| Innovation | 182th | 3.411⭐ | 30🧑⚖️ |
| Theme | 127th | 4.054⭐ | 30🧑⚖️ |
| Graphics | 272th | 3.268⭐ | 30🧑⚖️ |
| Audio | 250th | 2.964⭐ | 30🧑⚖️ |
| Humor | 145th | 3.167⭐ | 29🧑⚖️ |
| Mood | 309th | 2.865⭐ | 28🧑⚖️ |
| Given | 21🗳️ | 33🗨️ |
@neonlare Thanks! Yeah, I'm also really thinking about it because this is my first entry that I actually enjoy playing! :smile:
@greenphox Thanks for the feedback, appreciate it and I'm glad that you could finish it. Hopefully others will say the same and finally I managed to achieve a game which is at the right difficulty. Lol, I forgot about houses. At one point you could place roads on mountains as well, so I fixed it, but totally forgot about the house. (by the way, I've just discovered a few minutes ago, that I forgot to implement that if the wagon dies, you actually lose. But I never encountered that scenario because it was always me that died first. :smile:
Anyway, thanks for already checking it out guys, appreciate it! :)
Anyway, great game, I would love to see it upgraded.
Yep, that's another improvement which could have been nice. And it wouldn't be hard to implement, just a simple raycast. Shoot, maybe next time I won't forget it. :| Thanks for the feedback, cheers!
For now it's too hard for me, and I'm not sure if I saw all the features. it's too bad because I think the idea is intresting.
@gmiss Hmm, 6 enemies surrounded you on level 2? But on the second level it's just 1 monster like every 10 seconds. And it takes like 3 seconds to kill one.
Could you elaborate on this? Like what happened, what did you do and when? Maybe it's a bug, and in that case I should immediately fix it. :\ Thanks in advance! :)
@axelle-desquilbet Oh, I'm sorry to hear that. I designed the game so the core game loop of the game is mostly like this in the early stages:
1. Use all your roads to move the wagon,
2. then while you wait for your "road counter" to refill, you kill the attacking enemies,
3. go back to the wagon,
4. repeat from step 1.
And in the latter, more hectic parts of the level, where monsters can get closer to your wagon, you have to do it parallely: lead your wagon by hitting space, while you are clicking on the attacking enemies.
With the space spamming, are you sure your "road counter" in the bottom right corner wasn't zero?
On the other issue, it's a bit strange. Because I designed all the maps in a way so that every path leads to the goal, and it takes around the same time. On most of the maps the goal is nearly visible instantly on your screen. And there is only like 1 map where there aren't mountains instantly in the bad direction, but after like 2 seconds of walk you see them.
Now that I think about it, maybe it's about screen resolution. I have only checked it on my 1440p monitor. What resolution did you play it? Maybe on smaller resolutions it's harder to see the mountain ranges?
Hmm.. Maybe I should have placed a "goal indicator" on the screen, so players always know where the goal is, even if it's not on the screen.
Thanks for all the valuable feedback guys! :)

But like I said, that's just me being stupid, not like it makes any sense to do this. :D
Most times this wouldn't cause an issue because if you are above or below the middle of tile, you would be pushed sideways. (Most times :D) But if you are surrounded by rocks you can't really be pushed sideways, I guess.
Nice find, appreciate it, thanks! :)
https://youtu.be/noKMhbgA9yw
@balimaarthebassfish Thanks for the kind words and congrats for reaching so far! :) I never really thought about calling the levels "days", it's a cool idea, it would have made "story" a bit more continuous. But I guess I'd had to explain why monsters don't attack you at night. :D
(By the way, there was one idea, that there would be day-night cicles. During each level, you prepare & move during the day, then fight & move during the night)
@zealous-coder Oh, sorry to hear that. :| I did a few playtests, but I guess I should have done more! :smile: It felt okay at the time. I was able to easily complete the first 5, but more and more movement, reflex, etc. was required. They were getting harder and harder till on the 5th one I nearly failed. So I thought I need another one, a last level, which I should be able to complete only on the second or third try. I thought that if I balance it this way based on me, it would be challenging enough and not too easy for other players. But I guess I always forget how much easier it is for the developer. Noted! :slight_smile:
@pralista Congrats! Thanks for playing, it feels good to hear that it's beatable! :smile: Yep, most likely the UI was blocking your attacks. :cry: I forgot to fix it, sorry! And I also forgot about the cooldown bar. Though it was planned. At least now I know that I had the right idea about it. Thanks!
I just played it again and I know what it is, I expected the placement of the roads to be at the characters feet but I think you are using the center of the sprite. I'll see how far I can get now.
I felt like the roads should be placed at the feet, misplaced roads from time to time, because I expected it to be further down on the character.
Yeah, I should have put the roads at the character's feet instead of the center, and ranged or some other kind of attacks are a must have! I planned to have more, but ran out of time. Thanks for playing, cheers! :)
Anyway, it was fun to play! Here's my playthrough.
https://youtu.be/w9KR_2J2dTA
Yeah, I guess if the combat would have been a bit less boring, the fighting around the wagon while waiting could have been a bit more fun. But I guess in the original concept there would have been no waiting because you would have to wander off to collect stuff. :D Who knows, maybe I should give it a few hours to implement that part of the game as well, and see how it goes.
Thanks for the playthrough, it was fun to watch! :)
If you want a reference for melee combat, take a look at [Streets of Rogue](https://store.steampowered.com/app/512900/Streets_of_Rogue/). The author mentioned that he struggled with making combat more fun too, and what he came up with turned out to be a lot of fun. =)
The difficulty felt perfect, I was always worried about losing, but always managed to scrape through last second
Great work!
It wax exhausting, but really fun! What do you think?
https://www.youtube.com/watch?v=5wXzGgvJpTA