Crypt Raider by chulini
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

| Link | https://jacudibu.itch.io/ld48-deepcryptrobber |
| Link | https://jacudibu.itch.io/ld48-deepcryptrobber |
| Original URL | https://ldjam.com/events/ludum-dare/48/crypt-raider |
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🗨️ |
Its a good base to upgrade and add a lot of fonctionnality!
Its the third game a Rate but it's the best game!
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.
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 !
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.
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.
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.
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!
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. ;)
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.
Thanks for the feedback! <3
Your game was such a blast. Do you have any plans of continuing to work on it?
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!
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.
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!