The power of the deep by Tris250

The square of madness has been freed, you must take it back and put it back in the eternity chamber before the world goes mad.
You play as a magician, who went on a mission in the cave of hallucinations to retrieve it. However, the deeper one descends into the cave, the more one loses reason.
You have 3 lives and 3 mental health points.
If you take a power-up, you will earn a living but you sacrifice 1 mental health point. If your mental health or your life falls to zero, you go crazy and you lose.
You can launch an attack spell with left-click of the mouse (the spell will start in the direction of the mouse).
At the end of the game your time is displayed (in seconds).
Good luck
Le carré de la folie a été libéré, vous devez le reprendre et le remettre dans la chambre d'éternité avant que le monde ne devienne fous.
Vous incarnez une magicienne, qui est partie en mission dans la grotte des hallucinations pour le récupérer. Cependant plus on descend profond dans la grotte, plus on perd la raison.
Vous avez 3 vie et 3 point de santé mentale.
Si vous prenez un power-up, vous gagnerez une vie mais vous sacrifirez 1 point de santé mental. Si votre santé mentale ou votre vie tombe à 0, vous sombrez dans la folie et vous perdez.
Vous pouvez lancer un sort d'attaque avec clic-gauche de la souris (le sort partira dans la direction de la souris).
A la fin de la partie votre temps est affiché (en seconde).
Bonne chance!
Ratings
| Overall | 1757th | 2.828⭐ | 60🧑⚖️ |
| Fun | 1547th | 2.879⭐ | 60🧑⚖️ |
| Innovation | 1511th | 2.759⭐ | 60🧑⚖️ |
| Theme | 1576th | 3.018⭐ | 59🧑⚖️ |
| Mood | 1357th | 3.155⭐ | 60🧑⚖️ |
| Given | 72🗳️ | 94🗨️ |
Good game.
https://www.twitch.tv/videos/1007237865
https://www.twitch.tv/videos/1007659333?t=05h15m18s
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1007852839?t=2h15m22s

This was a fun little experience, and we had a good time trying to complete it as fast as we could :smile:
It would be nice if there were some kind of way to tell when the next level was coming, but other than that I had no problems with this one. :thumbsup:
Overall the game was fun to play, I liked the aesthetic and the music, and the idea was great, so good job!
If you dont go for a speedrun approach, however, this game is way too easy. Maybe adding in more enemies in more dangerous clusters could have improved the game a lot.
Overall, a very nice game with a great underlying idea!
The GAme is to much zoomed in and the levelchange is pretty weird.
Regarding your powerup mechanic i woul recomed maybe some more depth, like a way to balance Health and Mental more instead just have the One Way Mechanic where you just have to avoid powerups.
Maybe different Powerups for Health and Mental and different enemies which damake one of the both.
In general a great Job that you finished the Game and submitted in.
Well Done Good Job
Thank you for your return, we will make every effort to improve the game
Your will find my review in french in the video.
To resume it here in english: You had a really fun game, the character sprite is really cute and the controls are easy to use. It was a bit confusing to understand what is the benefit of picking up the power-up. I understood they value they changed in the ui but not what was the gameplay benefit of more mana. On a last note, the flashing background color could be a bit more pastel. It's nice to indicate the level of craziness of your character with a background that change color, but the colors you pick are too saturated and can bother the eyes a bit.
Overall, this was really fun, even though it was vey short.
https://youtu.be/aHUsWQeZHns?t=814
In summary, I thought the game had an interesting idea, but it wasn't presented in a way that made said idea interesting for me. It first attempts to subvert the idea that power-ups are almost always good. Unfortunately, that's nothing new for most players: even in games like Super Mario Bros. series, I naturally end up deliberately skipping power-ups I don't like. Second, it asks the player to balance between two meters: health and sanity. Since collecting a power-up recovers all health, though, for a number-crunching player, these meters look less like a resource balancing act, and more like just an extension of the classical health bar. For example, I would argue with the inclusion of power-ups, each sanity unit can be equated to 2 units of health. Since the player starts with 3 health and 3 sanity, and reducing the sanity down to 0 is game over, that means the player has 2 x 3 = 6 units of health. And so I end up treating these units as just a representation of 6 units of health. That...doesn't seem like the intent, given the description of the game.
I think the idea of increasing power having a serious cost -- often known as risk vs. reward -- is a good goal to have, and a lot of great games can emerge from testing the limits of that balancing act. With more thought and time, I'm sure this game can create something more engaging with its premise. As it is, though, I felt like it was a beginner's platformer game: gravity is too low, jump isn't very high, camera doesn't have a look-ahead system so platforming has a lot of blind jumps, enemy encounters are slow and easily skippable, etc.