The Well by FlyingKaida
Controls: Move: WASD or Arrow keys Attack: Mouse Click
The mayor contemplates the well in the center of town bulging from the pavement. There's something evil about it, but he just couldn't remember why. Maybe something to do with why there seems to be houses for ten times the residents who live there. Maybe if we send an adventurer to investigate. weird how suddenly there are never any around anymore.
FlyingKaida's first roguelike dungeon. Kill 20 orcs to win. Just don't blink, everything seems to feel... different when you do. Almost like you can't quite remember what's happening down there.
I had SO much fun working on this game. I have so many features I'm hoping to implement after the jam. Such as an entire False Hydra narrative and boss fight. But for now enjoy fighting the orcs. ^-^
| Link | https://flyingkaida.itch.io/the-well |
| Original URL | https://ldjam.com/events/ludum-dare/51/the-well |
Ratings
| Overall | 1149th | 2.806⭐ | 33🧑⚖️ |
| Fun | 1121th | 2.645⭐ | 33🧑⚖️ |
| Innovation | 1032th | 2.767⭐ | 32🧑⚖️ |
| Theme | 790th | 3.438⭐ | 34🧑⚖️ |
| Humor | 945th | 2.038⭐ | 28🧑⚖️ |
| Mood | 373th | 3.672⭐ | 31🧑⚖️ |
| Given | 15🗳️ | 36🗨️ |
Good work on the lighting/visibility implemented, nice touch
The lag time for the blackout is 100% the regenerating the level. Sadly, the engine just didn't want to handle that too quickly. And the sound bug during that! That will be fixed next iteration of the game.
And that ONE orc! I have NO idea where the invinci-orc came from but I will be digging and correct that bug. I'm just happy that you do NOT need to kill him to still win. But apparently a friend of mine played it and has dubbed him, 'Heroark' of the 'Herobrine' likeness lol. So he may be back in the game after fixing him off and on as a super rare spawn.... or I could just keep him in a constant line of , "Removed Heroark" in the changelogs XD
I am not sure if it was intentional but at the end of the 10 seconds the audio would glitch and keep skipping till the next round started.
The combat and movement felt good but maybe some upgrades or pickups as someone else suggested would've made that feel less repetitive. But this is a really solid entry, especially in audio and mood and you should be proud.
I look forward to future development!
Thank you! I'm still looking for a way to speed up the blinking process, but that is the time it takes to fully generate a new floor plan before placing you back in. I'm planning on a later iteration making that blinking mechanic more of a semi rare monster's attack or death throes or something like that. But thank you so much for your kind words! I have sooo much story I wanted to add and so many more mechanics like item drops, and maybe go about it like in dead cells where you could unlock certain better item drops to give more of a progressive feel to it.
@matt-ravenhall Yeah that was the exact issue. The sound was put in just before uploading and I legit forgot that lesson from my last jam rofl.
@rincs I plan on it! I'm wanting many more layers deep, boss monsters, items, actually having the false hydra in the end, and make a top town layer to buy goods etc, where the more you progress the less townsfolk there are. I'll be sure to push them to my itch as I make enough progress to it!
I had a lot of fun with this and I plan on putting much more work into it!
The game stuttered whenever the player teleported, and given how core a mechanic it is, it ended up being disruptive. I'd encourage you to optimize the teleport code so the game can progress smoothly.