Crypt Raider by chulini

[raw]
made by chulini for Ludum Dare 48 (JAM)

Break into ancient tombs, flee from undying skeletons, dodge deadly traps and escape with the treasure!

Please note that even though we are 6 people on paper, that doesn't mean that all 6 people where available throughout the whole jam. So please don't expect too much! Enjoy! :v:

How to Play - WASD - Movement - Mouse - View - Left Mouse Button - Attack

Credits - Adrian Gil: 3D and VFX Art - Jan Pfitzer: Music Composer - Julian Hartinger: 2D and 3D Art - Julio Quiroz: Programming and Sound Design - Rene Rathmann: Programming and Level Design and Environment Art - Stefan Wolf: Programming

ld03.gif 2021-05-02 15<em>42</em>36-Deep Crypt Robber.png 2021-05-02 15<em>44</em>10-Deep Crypt Robber.png 2021-05-02 15<em>44</em>32-Deep Crypt Robber.png 2021-05-02 15<em>45</em>11-Deep Crypt Robber.png

Ratings

Overall 494th 3.777⭐ 49🧑‍⚖️
Fun 400th 3.713⭐ 49🧑‍⚖️
Innovation 910th 3.213⭐ 49🧑‍⚖️
Theme 993th 3.585⭐ 49🧑‍⚖️
Graphics 822th 3.75⭐ 50🧑‍⚖️
Audio 455th 3.681⭐ 49🧑‍⚖️
Humor 880th 2.711⭐ 40🧑‍⚖️
Mood 205th 4.128⭐ 49🧑‍⚖️
Given 23🗳️ 26🗨️

Feedback

Nomus
27. Apr 2021 · 03:27 UTC
Link isn't working
Remus Rain
27. Apr 2021 · 03:36 UTC
Thanks @nomus it's working now.
SmelJey
27. Apr 2021 · 04:23 UTC
Very nice game! It's so intense and sometimes even scary, when you hear the skeletons are awakening, but you can't see them. I love this game, awesome graphics and visuals. Difficulty is challenging but still fun to play. I guess it's my favourite game from those, that I already seen at this jam
SamarthMP5002
27. Apr 2021 · 08:35 UTC
nice game bro. Keep up the good work!
pepnou
27. Apr 2021 · 09:01 UTC
Awesome game! feels really polished, the concept is great and very well done.
BareKnox
27. Apr 2021 · 09:02 UTC
This was a really nice game! I love the level designs, especially the way some levels were created where you can see your goal from the start, but you still have a long way to reach it. The skeletons were really well put together with a challenging mechanic (Although sometimes they stood back with seemingly no delay after I struck them down, but I only saw this at the last level, maybe it was an intentional design? It made it harder to finish the level, but it was still very much completable). I loved the simplistic color palette, the grey stone, the blue light from above and the orange light from the torch + the item's glow made a unique atmosphere! The game could've been a tiny bit more darker where the light from the torch didn't reach, but overall I enjoyed playing through the game. Great job!
Vuvuzela80
27. Apr 2021 · 09:21 UTC
Very good game! Its the first 3D game a i see in this jam and its a cool 3D.
Its a good base to upgrade and add a lot of fonctionnality!
Its the third game a Rate but it's the best game!
sevkron
27. Apr 2021 · 09:26 UTC
The level designers did a great job here, the introduction on new mechanics, the absolutely devious ambushes. The style is really cool, reminded me of Slasher's Keep. Environments have enough detail that you really get a sense of place in these nonsensical crypts. The character's weapon has a really neat design.
My only problem is the "die and retry" aspect of the experience. Escaping a level, spoils aquired and skeletons on your heels is a fun, tension-filled Indiana Jones reward, getting one-shot backstabbed by a skeleton that silently snuck up behind you is not so fun.
oc1d
27. Apr 2021 · 10:41 UTC
Danke! Thanks!! This game is way better than it appears to be from the page. Advertise it better. WindowsBuild is not a good folder/zip name. Sound and pace are excellent! Gruesse aus London nach Deutschland :))
enderswype
27. Apr 2021 · 12:43 UTC
is it hard to work at a team of 6 ?
Remus Rain
27. Apr 2021 · 13:47 UTC
Hi @enderswype, most of us already make games together for more than one year. So that definitely helps with establishing a certain workflow. Also, we stay in a discord call together throughout the game jam and everyone shares their screens, so we can know what the others are doing and get quick help and information exchange. I can definitely recommend that for a larger team, as you constantly need to have information about the work of the others.
steelax
27. Apr 2021 · 15:02 UTC
This game was interesting and fun. I loved the ard style of 2d enemies and 3d world it gave of a classic doom feel, the thing that stood out tfor me here was the Audio, if u made it yourself or not, the blending of it when action started etc was done to perfection. the trap door on the 4th level i think, that made me jump!. Decent concept and stuck well with the theme
Glaas
27. Apr 2021 · 15:02 UTC
That was really cool ! Maybe just a bit too hard ?
I loved the level design ! You definitely have some game design skill in your team, the new mechanics were nicely introduced, and exploring those levels was super nice !
LocustJin
27. Apr 2021 · 18:15 UTC
Game is great, both visual and audio. Mixed 3d world and 2d enemie models was super idea. In future please add in game menu so player can exit if he want :)
0x89A
27. Apr 2021 · 19:27 UTC
Really enjoyed this one, amazing audio and visuals with a high level of polish.
TheMoonrise
27. Apr 2021 · 19:35 UTC
This is a fun concept. Very impressive for a game jam. I like the mix of 2d and 3d. However, I think you could have stuck with 3 levels but with more polish. I often times got lost, not because of the nature of moody thombs but because I simply didn't see the stairs or the destructible wall. A torch here or there could have helped. All in all a very good game.
Bearacus
27. Apr 2021 · 19:36 UTC
Holy moly the Mood, the Audio, the impact and feedback on the weapon swings! Other than the base material coffins, walls, etc, the skeleton sprite animations along with the light coming from both your weapon and the windows really set the mood and the sound design was the cherry on top! Great work.
Trusty
27. Apr 2021 · 19:50 UTC
Great game, lots of polish! Kind of frustrating sometimes that some traps need to be activated (eg some fall traps) and cant be avoided even when you notice it. Thanks for the game.
BenPeterson
27. Apr 2021 · 20:04 UTC
Great mood! Super intense, got very invested and was looking forward to seeing what the next trap was. The pacing of new mechanic introductions and the combining of previous mechanics was really well executed as well.
Phobos
27. Apr 2021 · 21:40 UTC
I think the game is not that good, player maniability is awfull (but maybe due to the HTML5), sound is not very suitable for your game. The art assets are not working together and don't follow the same graphic style. It would be a pretty good game for one person but you're a group of 6. The game could be interesting but it really lacks some finition.
However it has great potential, but I think you could have do better with a team of 6 and that much time.
Don't get discouraged, experience make you stronger.
loginaut
27. Apr 2021 · 23:08 UTC
First of all, the gifs you all made look great. IMO they might actually look a little bit better than the game itself, and that may be because they have a little bit of pixelation that adds to the old school graphics vibe you guys have with the skeletons. The torch takes up a lot of space on the screen the whole time, and I personally think it could use a little bit more detail. :)

I really enjoyed the first two levels, and the idea that you have to dive down into the crypts and escape was cool. I had a much harder time later on, I essentially had to search all of level 3 to find the right fake wall to break down, and I ended up sitting around on 4 because I couldn't find the staircase to go up until I got the skeletons to path up it. I finally gave up when I got to 5.

The game seems to combine "exhaustively search the level in the dark" and "high-stakes combat" in a way that starts as high-tension, but I found that it gets stale very quickly. I think I would enjoy the game a lot more if you either focused on combat and gave more clues (lighting, colors, layout) to the exit OR if you focused more on the movement puzzles and didn't have the skeletons revive. I just didn't enjoy the loop of attack a fake wall, turn around to bash down 4 skeletons, repeat.
Jordan Benureau
28. Apr 2021 · 08:46 UTC
Your game remind me an old school RPG, really fun, sad that it is so dark, i was lost all the time, big up for the skeletons and the art. Just add a bit more light either in the environment and on the torch, it would be incredible !
Phobos
28. Apr 2021 · 12:14 UTC
Hey, it's me again, I'm really sorry if I hurted you, the point was clearly not that. I just wanted to point out the bad thing in your game because there are some. Again I'm really sorry if I hurted you. But there are bad point and I wont go back on what I said. That's how I think we learn, now that you know your bad point you can improve next time.
But what I didn't do and was a big mistake is that I didn't pointed out the good point:
I find the fact that we can crush mouse very funny.
The level are well built, it has a good level design.
The lighting is well done and the ambiance is really good.
The FX are good.
The concept, even if it's classic, is fun and the gamedesign makes it stand from other classic dungeon crawler.
Again I didn't want to hurt anyone of you, I hope you can forgive me and understand my point.
3DFlow
28. Apr 2021 · 14:27 UTC
Love the level design /sound/feedbacks, it was pretty fun to play. I was really feeling the need to escape rather than fighting every skeleton
CG_Fred
29. Apr 2021 · 19:40 UTC
Wow, what an awesome game you guys did. Seriously moody and scary. Got me running around like crazy trying to dodge skeletons and stuff. My only feedback was that I wished I could kill multiple skeletons with 1 hit as they tend to stack up and that skeletons spawned on top of me.
LRVStudios
30. Apr 2021 · 04:42 UTC
Really enjoyable game! I found pretty nice the way you guys did manage the levels - with right amount of progression and challenge. well done indeed.

The art styles didn't match, but i started to think that maybe that was the point - i nottice a reference of "doom" maybe in the skeletons? and what about the 90's prince of persia spines? I don't know if that what you meant, but i loved it! haha.

I kinda expected a little more from 6 people though, you guys certanly could manage one or two power ups, and a better polishment. But the lack of that didn't take away the fun of the game. Great work!
Remus Rain
30. Apr 2021 · 07:26 UTC
Hi @lrvstudios Thank you so much for the positive feedback! :) I'm curious to find out exactly do you think about the art style didn't match? Do you mean the combination of 3D and 2D? Or the way that the skeletons look (more like a comic art style) and the way that the other graphic looks (more low poly kind of)?

Please keep in mind that even though we are 6 people on paper, that doesn't mean that all members were available throughout the whole jam. So we didn't have 6x the manpower, because some people could only join 1 or 2 days if that's what you mean. ;)
chrissx2
01. May 2021 · 01:04 UTC
Really liked the game. It gave me a little bit of Hexen/Heretic/Blood vibe. The level design was great.
Things i would like to complain about :
1. The font was way to bright and hard to read. I was playing at night and i had to look away while the text was on
2. I don't mind the mix of 2D and 3D, but i wish the skeletons would blend better with the environment and that there were more 2d elements on the map (some 2d grass or rock details etc)
3. Better lit levels - currently they look rather flat and dark (i don't know if it was due to performance problem or something else.
LDJam user 183028
01. May 2021 · 03:27 UTC
Good job! Only issue I had was that some of the wall textures made it a bit hard to see depth. I sometimes couldn't tell if I was looking at a corner or a dead end.
msipp27
02. May 2021 · 13:08 UTC
Should really give the skeletons an animation for reanimating, looks weird how they just pop back up
Remus Rain
02. May 2021 · 13:10 UTC
@msipp27 yeah I totally agree! And they should also announce themselves better. Maybe they should wiggle a little bit before coming up in general so the player can prepare better for that.

Thanks for the feedback! <3
PowerAnze
03. May 2021 · 12:40 UTC
[Thank you for the submitting the game to the stream. If you want to rewatch the feedback, you can do so here.](https://www.twitch.tv/videos/1008357028?t=04h12m57s)

Your game was such a blast. Do you have any plans of continuing to work on it?
gibberingtaylor
03. May 2021 · 18:53 UTC
I had a lot of fun with this game, particularly with the first three levels. I love the concept and atmosphere. Exploring tombs, striking down skeletons with torches, all great. I did not expect 2D skeletons, but I like them. The music and skeleton sounds all fit very nicely.

It was very dark, and the environments all look very similar, so I had difficulty knowing where I was at times. I got to the end of level 4 many times without realizing it-- I thought it was a new room, and I didn’t think to turn left.

I don’t mind difficulty, but I felt the later levels were unfair. I was often killed by skeletons who appeared right before me. Sometimes skeletons walked inside of each other as a single unit, so I struck down one skeleton only to be killed by the hidden second skeleton.

The fifth level in particular seemed unfair-- the skeletons could activate the arrow traps, but they couldn’t be hurt by them. Timing my runs through the arrow traps became impossible when the skeletons kept blocking my way, so by the time I managed to complete it, it felt more like a stroke of luck than anything.

Nevertheless, I really liked the first few levels. The breakable wall mechanic was introduced well. I would definitely play more of this game, especially if there was a bit more exploration. Great job!
Zackavelli
03. May 2021 · 21:23 UTC
I thought the art from this game was very interesting and had a unique feel. The premise for the game was cool and I like the charm that all the artifacts had. There was some mouse acceleration or smoothing or something that made the controls very hard for me. Unfortunately this somewhat dampened the fun for me. I also would have liked to see a bit more complex combat. Other than those to things I thought it was done well.
Remus Rain
05. May 2021 · 10:59 UTC
Hey there @zackavelli! Awesome that you got around to play the game man. I'm a huge fan of your podcast and I'm currently listening through all the episodes.

The problem you had with the mouse is weird. We neither have smoothing, nor mouse acceleration in there. Maybe it was due to the web build?

I understand the ask for more complex combat, but it was actually not meant to be a focus of the game. It is just meant to temporarily stun the enemies as you mainly have to run away from them.
Zackavelli
06. May 2021 · 19:32 UTC
@remus-rain I went ahead and downloaded the windows version and the controls were MUCH better. I really got an appreciation for the level design now that I could get a bit deeper into the game. The level with the trapdoors (I think the artifact was perfume) was a awesome surprise and super fun. I have adjusted my rating now that I have played the windows version.
deepnight
09. May 2021 · 13:15 UTC
The visuals sold me to give this game a try, and I played til the end because the gameplay was great.

A special mention for the level which was reaaaally well executed, and it's obvious the person in charge knows what he/she is doing here. New mechanics are properly introduced with a "simple situation", followed and expanded into a full level. The levels are difficult, but not too much to avoid excessive frustration and the rhythm is carefully mastered with a before/after treasure pickup phase. I also really enjoyed the fact that skeletons only wake up if approached too much, giving extra bits of strategy in level design.

Truly a good game :) Well done!
Yorsh
09. May 2021 · 15:00 UTC
Solid game. Level design especially is really good, audio works well with the gameplay to creates a very scary mood. I like the combination of destroyable walls and unkillable enemies. Only downside is that it's lacking visibility for me (too low contrast or too foggy or something). I don't know if it's a lack of time to find the correct lighting settings or a design decision, either way I would have loved to see the level better (like vermintide, where you have no trouble to see the level but still feel scared af).