The Deepest Threat by Goutye

As you progress deeper and deeper in the haunted world of the deepest threat 🔥
Make the right choices and become stronger and stronger :muscle:
Equip new freshly acquired 🛡️ loots ⚔️ to vanquish this foe.


Instructions (if necessary) :video_game::
Mouse Click (On button "Start", or Items to equip them) If you have any problem, let me know!
Additional Details:
Vampirism: Heal for a % of your attack
Piercing: Ignore enemy's defense
Developed with Godot Engine.
Please leave a comment with your feedback 😊 This will allow me to improve for my next participation!!
Ratings
| Overall | 245th | 3.709⭐ | 57🧑⚖️ |
| Fun | 217th | 3.705⭐ | 58🧑⚖️ |
| Innovation | 391th | 3.33⭐ | 58🧑⚖️ |
| Theme | 728th | 3.036⭐ | 58🧑⚖️ |
| Graphics | 213th | 3.816⭐ | 59🧑⚖️ |
| Audio | 460th | 3.106⭐ | 54🧑⚖️ |
| Mood | 303th | 3.491⭐ | 55🧑⚖️ |
| Given | 56🗳️ | 63🗨️ |
I love the amount of content, and the art is stellar to go along with it. I love how fleshed out this is, and how much you were able to do in such a short time.
One of the best games from the jam!
I do wish the game had a bit more to it than just picking some equipment. Most of the time, I wasn't really offered that much of a choice, and it was fairly binary of "this is better" and "this is not better". Balance on these types of games requires a ton of playtesting though, which obviously isn't something you can do in a LD :).
Great work overall!
The gameplay was simple (which I liked), and the art was nice to look at. Maybe it's missing a few more enemies, but I understand the time limit exists.
My only complaint is that the enemies would sometimes appear behind the foreground, and the music got repetitive pretty fast. Apart from that it's a 10/10 in my book.
Congratulations!
@theblondebass there is actually music and SFX. The sound may be low compared to other LDs submissions. If you don't hear anything (mac? linux?), leave it without a rate :v: Thanks for the question!
Well done!
One little bug (?) I noticed was that when switching to lower HP pieces, my HP would "overflow" with more current HP than max, however when taking a health potion or using vampirism, it would pop down to the max.
Great job overall!!
The only thing I could note is that the monster strength seemingly doesnt increase(or not much)
resulting in you wrecking every monster,
thinking you should be able to take the boss and then you proceed to get demolished by the boss(I did beat it on my second attempt)
Great game!
@west Yes, the monsters are actually getting stronger and stronger, but depending on the build you have chosen, you may wreck the monsters and have some trouble on the boss, or the reverse. :v: I tried to balance as best as I can, but it's never easy with so many stats and even a hand-full of monsters. Overall, if you are able to stay alive in the first 3 parts of the world, you have a very good chance of wrecking the monsters (The wolf stays challenging I think!) :muscle: Thanks for the feedback!
@timon Ouuuups! Indeed, nice found! I did not think about this edge case! Thanks! :smile:
The tileset generation was a little stagnant on my playthrough - I got the standard brown/green right up until the last segment. When I restarted the game, I got a ton of variation. It would have been cool to introduce some bias so that each of the different worlds has a better chance of getting selected.
Great work!
I do wish there was more meaningful variety in the enemies, they definitely don't carry the full length of the game, and it sets up a lot of uncertainty about the final boss. Like, by the end, I know I can smash the same enemies I could barely beat at the start, but I have no idea where I'm at relative to the boss, or what kind of things I should be taking to prepare. I did smash the boss, but it didn't feel on-purpose.
(Writing after reading your comment above to similar complaints, I'd recommend it may have been better to communicate the ramping up in enemy difficulty by showing the player different enemies, i.e. by ordering them slime->wolf->golem, or by just changing their color palette based on their level of threat. Mini-bosses at the end of each area could also help with this, and I was actually disappointed when I got to the end of the first area and there was no particular challenge, just a change in environment.)
Kudos as well for the least irritating music loop I've heard all jam :p. Genuinely though the music and sound are simple, tasteful, great.
@chris-delta yes, it's actually what I planned on doing, even adding mini bosses for the end of each part, adding branching and all these things. I quickly noticed if I wanted to do them all it was going to go out of hands, so I prioritize having a full working and mostly balanced game loop rather than a half finished game! looking back at it, I now know what I should prioritize if I ever try to do a rogue like in 48h 😁 first time trying this genre, balancing was the most troublesome but next time it will be even better! Thanks for playing! :v:
I loved the idea. I played it a few times. My two cents: I think its too much random which items you get. It feels like having no choice and that I can't change the outcome of a run. On the other hand if you got good items from the start there was no difficulty at all.
But nevertheless, good entry.

Some other things:
- The enemy sometimes hide behind the walls, I would like to see what im killing :smile:
- Wish the items that had like 3-4 stats on them had a different color either on the sprite or in the name, so I can feel even better about it being epic :smile:
Now that I saw the boss myself I'm amazed how well it looks, extremly jealous of your artistic skills.
Some remarks:
1. Walls sometimes hide monsters. Expectation: monsters appear only in visible areas.
2. Game becomes easier and easier but extremely hard at the end. Expectation: difficulty grows gradually and let you prepare for the final battle.
3. Game restarts from the begging after dying. Expectation: game restarts from the beginning of section and allow you to make different choices.
Good job!
@progdamn Thanks for trying at least! Some people find the game "too easy", some other have a lot of trouble to make it to the end. Seems like having 2 level of difficulty may have suited both of the people, but very hard to balance both in 48h :smile:
I love it. It's the first time I see a auto scrolling game with no skill required :D
Also good biome variety, solid art and audio.
Would recommend adding HTML5 web build - Godot has a super easy build process for it. Or is there another reason you prefer downloadable versions?
Regarding HTML5, it's too dependent on the PC of the player to risk it when it comes to tilemap and Godot. I noticed 1-2 frame skip here and there when tested, so I went for a more classic Win/Mac/Lin build. Some of my friends also had some low FPS when running on low spec computer. In this case, the executable version was way better. :v: That's the detailed explanation :smirk_cat:
A couple times I fought an enemy who was hidden behind a platform and this felt a bit weird since I couldn't see what I was fighting. The music was also a bit simple/repetitive, but it wasn't too bad.
I beat the deepest threat!
I found that with two decent defense items and some lifesteal I started out-healing all of the enemies that I faced, so I prioritized defense, attack and lifesteal, ignoring hp later on. I also think I was able to 'heal' myself once by removing a +hp item and then picking up a new +hp item a little bit later.
I liked that there was a progress bar on top of the screen so I knew that there was going to be a final boss and how close I was to it.
