GriDelve by fixxel

[raw]
made by fixxel for Ludum Dare 48 (COMPO)

https://www.youtube.com/watch?v=BPU8BJ-W_vQ

Screenshot 2021-04-26 024816.png Screenshot 2021-04-26 024743.png

Hi

Enemies & projectiles move when you move. You can rotate twice before enemies move. You can skip a tick and let enemies move without you moving.

Collect collectibles to get coins. You progress by stepping off map to go "deeper", though this costs HP. Deeper you manage to go more your final score will be.

​There are 2 types of enemies, tadpole-like wanderers that move around aimlessly and needle like guards that start to approach you if they see you.

CONTROLS:

PLAYER

left arrow, right arrow, A & D: rotate left / rotate right

up arrow, back arrow, W & S: move forward / move back

F: fire projectile (you must move or rotate before firing again)

Space: skip one tick

CAMERA

Q & E: camera rotation​

Z: zoom-in camera

SHIFT+Z: zoom-out camera

Hope you enjoy! :)

Ratings

Overall 837th 2.725⭐ 22🧑‍⚖️
Fun 869th 2.237⭐ 21🧑‍⚖️
Innovation 567th 3⭐ 21🧑‍⚖️
Theme 849th 2.474⭐ 21🧑‍⚖️
Graphics 227th 3.789⭐ 21🧑‍⚖️
Humor 622th 1.824⭐ 19🧑‍⚖️
Mood 808th 2.324⭐ 19🧑‍⚖️
Given 27🗳️ 13🗨️

Feedback

Douwe_Ravers
26. Apr 2021 · 08:30 UTC
Very nice visual effects going there. It was a little hard to see when all the way in the back. Maybe tilting the camera a little bit up or putting it in orthogonal would have helped.
Ben Taylor
26. Apr 2021 · 08:55 UTC
Thanks! That was fun! The graphics were really cool. I liked the strategy aspect of the game as well, though it was a bit hard to understand at first.
AkirAssasin
26. Apr 2021 · 16:22 UTC
Interesting concept and visuals! The arrows above everything's heads can be a bit confusing sometimes, maybe putting them flat on the ground would be simpler? Perhaps mouse controls would be more intuitive too.
mdotedot
26. Apr 2021 · 16:46 UTC
Graphics are nice. A little guidance in playstyle would helped. I had now the feeling that I fall of the edge deliberately that i get deeper = better ?!?
🎤 fixxel
26. Apr 2021 · 17:22 UTC
@mdotedot yeah, falling off the edge increases depth & loads next level (but costs HP), which contributes to your final score :) next time when I participate ldjam I really gotta do better and explain these things ingame... I just ran out of time.
Tim77
27. Apr 2021 · 08:52 UTC
Stunning visual style. Very curious about how you achieved this look. I zoomed right in to check out the textures!!

I found the absence of explanation got in the way of a complete experience.

Great work for a short jam! Well done!
wooliii
28. Apr 2021 · 03:17 UTC
Good concept, well executed for the jam. I thought your character design was really cool, I just wish the camera wasn't so zoomed out so I could see it better ! Also the Depth of Field was a little too extreme, again making it hard to see your cool characters. Overall, great work !
🎤 fixxel
28. Apr 2021 · 08:12 UTC
@wooliii thanks! you can zoom-in with Z and zoom-out with shift+Z :)
nyxkn
29. Apr 2021 · 12:32 UTC
Took a while to figure out what was going on. And when I did it didn't turn out to be very fun :D Visuals were really nice! And mechanics seem very well implemented. But ultimately seems more of a technical exercise than a game.
cogcomp
30. Apr 2021 · 14:11 UTC
Very beautiful game! Well done! I found it a bit tricky that the controls didn't rotate with you. Forward became right, back left and so on... Took a while to get used to. All in all a nice little game.
MicroChasm
30. Apr 2021 · 16:08 UTC
I love the art here. It all works together well, and the character and monster design is super cool. I'm always glad to see a turn-based, grid-based game in LD. I'd love to have some abilities, but what is there is solid. The only disconnect that I see is that there is no difference between facing forward and facing backwards. That means that, technically, there is no reason to turn more than one step in any direction, since one turn to the right is the same as three turns to the left. I'd love to see some stylized shader effects applied here to see what it looks like, maybe the Stylizer asset if this is the Standard pipeline, to get an illustrated effect. Just musing though, super cool entry, well done.
mikouaji
05. May 2021 · 07:08 UTC
Very nice visuals! The controls scheme is a bit too complicated for my taste, maybe a tutorial for that and the mechanics would help. If you have added any kind of sound it would greatly help the mood. Very solid game when you get around whats what
Sanemsky
07. May 2021 · 11:28 UTC
Cool game. I loved the idea of enemies moving only when you move. In my opinion clearing one level takes too much action. But overall cool mechanics and visuals :D
Kooky
07. May 2021 · 20:39 UTC
Well done! It's great to see a turn-based game, where you need to strategise to navigate around enemies safely while completing the level. Nice graphics too, and the controls worked well. Glad there was a key to zoom in.

I did find it a little tricky to pair the overhead arrows with the enemies, and was a little confused at first about the difference between the collectibles, and how many I should be getting before proceeding to the next floor. I guess it's good to get as many as possible, without getting hurt, right (since you need HP to advance, and to keep improving your score)?

Nice entry! It's impressive that you got it all working in time.
VixenMink
08. May 2021 · 01:38 UTC
Some reason this did not load for me in the Chrome nor Firefox browser but I really like your concept