Raid the Abyss by Static_Leap_Studios
Edit 25 Apr: Ported to Mobile/Tablet (touchscreen controls), fixed unreadable font, fixed friendly-fire exploit, fixed losing all levels on death and boss leveling up from kills bug, fixed choppy camera movement bug. Edit 23 Apr: Music was bugged not to loop in the html build.
Top-down fantasy hack n slash: https://staticleapstudios.itch.io/raid-the-abyss
The performance required was a bit much for the browser version, but you can get the Exe at the bottom of this page or on the Itch.io page. It is codesigned by Static Leap Studios LLC so you can disregard the Windows warning.
Credit: Game - Emery Smith (staticleapstudios.com) SFX and Music - Smthngclvr (https://youtube.com/@smthngclvr?feature=shared)
| SourceCode | https://github.com/emergencemory/Raid-the-Abyss-LD57Game.git |
| Itch.io | https://staticleapstudios.itch.io/raid-the-abyss |
| Original URL | https://ldjam.com/events/ludum-dare/57/raid-the-abyss |
Ratings
| Given | 36🗳️ | 38🗨️ |
I did found the combat system to be somewhat confusing and the AI's weren't doing much of anything so I mostly got use from them when my current character died. I made it to Wave 3, it got better once I started using shield a bit more.
Good job!
If anyone else has this issue, reach out to Mike Kasprzak on bluesky. I didn't want to go to his personal account, but that worked after a week of no fix (and most of the time no reply) from:
LDjam website posts
LD discord, reddit, twitter and bluesky accounts
emails: mikekasprzak@gmail.com, support@ldjam.com
and trying to create a new account to reupload.
So I hope that helps someone avoid frustration in the future.
I like the animations and it feels good to hit an enemy, though I wish I could move a bit faster (or maybe move without snapping to the grid)
I also spent a while killing guys and leveling up, then noticed that on the bottom near my sword it said kills: 0
Then I realized the guys I was killing weren't attacking me, and I'm pretty sure I got to like level 9 off of friendly fire killing my AI teammates, since they didn't seem to be attacking me either? Then I went towards the different looking people on the map and suddenly they were attacking me. So... oops?
At the very least, I should probably lose EXP for killing allies instead of gaining EXP, unless that's a design choice :rofl:
Pass through allies would probably be the cleanest solution, just disable collision on allies, leave it on bad guys. Still, good job again! :smile:
Although the artstyle wasn't really my thing, it really was a fun game.
Began a bit repetitive at some point.
Good luck for getting the next rating!
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use:
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Consider using these **topics** to make your Ludum Dare entry more discoverable:
- `game`
- `game-development`
- `ludum-dare`
- `ludumdare`
- `ludumdare57`
- `ludum-dare-57`
- `ld57`
Love it! Music is awesome, the retro graphic is so cool! Its so much Diablo vibe! The control feels strange but maybe its just a game design idea.
+unique art style
+moving on tiles gives some Warcraft 1 vibes
+also game itself like dark souls or diablo atmosphere
+gaining control of other people when respawn.
+overall lot of interesting things implemented: cutting stones, sparta kick to pits, blocking, boss, leveling up, procedural endless corridor
Things works not so well for me:
-collider of block is for front wall, so you cant go above it or squeeze corner;
-smoothing of camera is nice but tiresome after a while when I begin to move more aggresively and faster, because it aligns to tiles
-idea of block is cool, but its positioned on side of body and turning just before block is very hard
-kick is too instantaneous, giving too small time to react, looking almost like teleporting.
-leveling up feels like you become unstoppable at some point (on other hand, boss could kill you too easily and you now weak again)
-sometimes its difficult to discern between ally and enemy, particular because of light - for example sometimes soldier is golden, but when he raises hand he got shadow (?) and looks almost like orc.
P.S. minor undestandable jam things: at some point I just rushed forward, and sprites were visible oustide of play field in the void, also I think cutting 3 stones in front is too powerful for sword.
(At this point you may wonder if that's my short review what long is...)
Ideas I propose:
+dash action, also for enemies, for more tactical surrounding and backstabs
+some ally teamwork, may be action to call for help, for example place banner
+objects or points of interest, like chests, idols, some unique rooms, to do something else from slashing
Keep up good work! Good luck figuring how to transform this idea to full game, may be some dancing-rythm mechanics

p.s. after watching someone stream, I realized I missed descending on next layer and played only 1st.