Khazads by vsi-
Khazads is a game that provides you to deep and dark dungeons of Khuzdul. You Dlayin, you are the last who can save the grat dwarven kingdom of goblin atacks, you are the only one who can drive out nasty goblins and their leader Gnizmuct. In game you will meet a lot of cool mechanics. Also our game can be a little bit hardcore, but still it is very breath-taking and sometimes very funny. Controls you can find in game settings.
- Here you can see a short description and some of our in game tiles:
- Have fun in our game and good luck!!!😀
- P.S(We hdn't had enough time so our boss fight is a bit unfinished but it's ok)
| Link | https://kinces.itch.io/khazads |
| Original URL | https://ldjam.com/events/ludum-dare/48/khazads |
Ratings
| Overall | 1441th | 3.205⭐ | 107🧑⚖️ |
| Fun | 1253th | 3.119⭐ | 107🧑⚖️ |
| Innovation | 1475th | 2.789⭐ | 104🧑⚖️ |
| Theme | 1123th | 3.486⭐ | 107🧑⚖️ |
| Graphics | 1444th | 3.114⭐ | 107🧑⚖️ |
| Audio | 958th | 3.115⭐ | 106🧑⚖️ |
| Humor | 846th | 2.744⭐ | 90🧑⚖️ |
| Mood | 1254th | 3.24⭐ | 104🧑⚖️ |
| Given | 107🗳️ | 160🗨️ |
I (obviously) didn't read the text block, I see now that you can swap weapons, I suppose that was the way to fight the boss.
Thanks for your feedback!
That was a really fun mood you guys put down, I really enjoyed the start, the voiceover was a little painful to the ears and I had to watch it twice since I cant read when there's sound xD
I really like the intro monologue :')
The fighting was a little tricky as it was hard to spot when I did something, and it was only after turning the sound back on that I realised I was actually doing things.
Great job on the jam, happy future jamming ^^
I had no idea what the slider in the settings menu was for, so I just set it to the max because that's how I was feeling.
I struggled a bit with the attack controls. It was not really clear when the pickaxe hits and what range the attack has. Some of the barrels couldn't be destroyed I think? Was stook for quite a while in the maze, trying to destroy a barrel that blocked the path without realising there is an alternative path around it.
Could be a nice little game once it gets a bit more polish :)
A bit confusing in the beginning was, that the guy is always facing the mouse while walking in any direction. That felt a bit like.. ''sliding'' all the time. Anyway while playing the player gets used to it, I think. I would have wished for some visual feedback on the character, when getting hit but all in all it was fun to play and a good result for a three day game. Good job! :)
It was hard for me to notice when my life was low, or that I couldn't hit the archers with the pickaxe, but the UI with descriptive text helped understand the options a lot.
The introduction of the boss is quite nice. I love being faced against huge bosses, and the last level was challenging and entertaining.
Well done!
Damage indicator as in character visible being hurt or maybe even a screen shake would help a lot with the fighting and the timing when to use the health potion. Also mapping the potion to a key and being able to carry more than one potion would help me personally a lot.
Was there a way to defeat the archers or was running away the only way to survive?
Overal good job it was quite intense fun and I liked the intro, the maze and the mood the game gives.
👍
Was a big fan how the boss fight had two phases, I'm a sucker for multi phase bosses :slight_smile:
that helped me defeat him! 
pretty fun boss fight also; I like that it has different stages!
- Attacking, which is one of the main and only gameplay mechanics, is quite unclear. Walking seems to stop the attack animation (and maybe the attack as well?), and the only way I managed to defeat the enemies on the first floor was to stand in place, hold LMB and pivot 45 degrees for the pickaxe to touch them. Destroying barrels and chests required me to spin to some similarly unintuitive angle while spamming LMB.
- The maze is somewhat frustrating. I believe keeping the camera at a wide shot, not zoomed in, would have actually helped orientation a bit. Also, the archers in the maze are able to target you at any distance, while you have very limited sight, making every corner turned a dice roll to take damage.
- Once getting the crossbow, holding LMB only shoots while arrow, incentivizing the player to click repeatedly as fast as possible to shoot. This isn't much of a problem since the game ends soon after, but in general that's both a user experience issue and a potential cause of RSI. Please avoid repeated key strokes or mouse clicks!
That being said, congratulations on what you've managed to achieve in such a short time frame!
I would format the controls on this page as a bullet point list (line starting with minus for each control), so you see it immediately. One thing I'd add in game is a checkpoint system since having to restart from the beginning is a bit punishing.
Great job overall!
The visual and audio are a bit blunt but very understandable. I like all the little audio feedback even on simple interactions.
The text indications is a great jam solution to all all those things that are not intuitive, it made the game enjoyable all along. Was it done post jam though? You might want to make that really clear somewhere.
Thanks for the game I had fun!
Same thing for settings and credits
Tested in chrome and windows edge, same result
I try to finish this damn maze but i didn't 😭
The art, sound effect and indication good indication but a little fuzzy at certain times, you made a story it sound nice !
Well done !
Good game, love the art style :D
Keep going !
https://www.twitch.tv/videos/1003703630
Good job!
Collected some amulets, but otherwise didn't finish.
The mood could have been improved by adding a very subtle background music, along with the e.g. water drops.
My main complaint is that it just feels unfinished. The combat felt a little inconsistent, the art style is a little all over the place (when going for pixel art, generally you should stick to only having a few colours per sprite, and each pixel in game should be the same size), and the balance with the skeletons was a little off. But, it was made in 72 hours, so assuming all that gets fixed in a post-jam version? This is a solid little game! Nice one.
Gnizmuct got stuck on a southern wall and it took me a while to realize I had to do something other than just keep shooting him. I generally think more feedback for damaging and interacting with the enemies would be very beneficial.
The ideas you've got in here really intrigue me, great work so far!
enjoy my playthrough:
https://youtu.be/KXoF25n0h04
the intro screen alone was impressive though :D
The maze part was, for me, less enjoyable than the first part : being in the dark and trying fo find my way randomly was a bit boring, but fortunally there was not a lot of pathes.
The boss was quite easy, but you warned that it was unfinished, so it's ok :). 2 levels + a boss is a lot of content for a game jam. Good job =) !
Concerning the game itself, it would be nice to have some attack animation/effect so that the player can see the attack range. Runes on the floor are a nice touch, but they are barely visible, maybe you could make them glowing? The stone walls have pretty much the same grey color as the ground, and it was a little confusing trying to distinguish them at first.
The maze level felt a little off because the view area was too small, so that when you move too much stuff moves on the screen (like looking through a window in a fast-going car), which is slightly painful to the eyes. I think this could be fixed by simply using the same camera as in the first & third levels.
The game overall felt a bit too easy (and short, but that's completely understandable for a jam!), and the boss fight didn't really feel like a boss - the crossbow allowed you to just unleash tons of bolts onto the enemies while dodging their arrows. The UI sometimes overlapped with enemies, which made it a little hard to aim.
Anyways, nice entry, enjoyed it, good job!



I'd add a white flash when you hit an enemy and a red flash when an enemy hits you.
Next - the arrow guys, is there any way to kill them before you get the crossbow?
Explaining weapon switching at the beginning of a boss battle also felt kind of stressful - if the player would collect the crossbow in the middle of the maze, then proceeds the second half to the hole using it, it would be a better build up to the boss battle, I guess.
One more thing: you could have split the intro text in 3 parts, providing the player one part at a time, so there is a connection with the story through the game and less text at the beginning.
Voice acting, if we can call it one, was cool. xD
Anyway, cool game. ^^
A bit short and after you acquire the crossbow maybe go one or more levels before fighting the boss so you can use it a bit more.
Overall good game, good job guys.
Прикольная игрушка, мне понравилось ^_^
Thanks so much for bring this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1005922340?t=0h15m59s
I think there're a few roughness that could be improved for a post jam version (for example, I didn't realize I could hurt the enemies with the pickaxe, because when I tried nothing changed until they died) but it general it's pretty solid, congrats!
I haved some difficulties to find the crossbow but the boss was interesting for a Jam :)
Goood job.
- Background music, atleast during bossfights
- Visual feedback for when the boss is invulnerable.
- Just more!! I want to see more of this game :D
Good job, this was a really good entry, if a bit short!
Theres something odd about the way you move the character... probably it's because the camera doesn't move past the edge of the map so neither does the pointer (it stand still). This makes the character rotate even if you didn't want to (because it moves and the camera/pointer stand still). I experienced mainly in the maze. Anyway after a while I got used to it so I think it's ok :-)