Torquemada, Heretic Slayer by Kostas Nik
Slay heretics in a procedurally generated dungeon. Reach the target of kills for each 10s period and gather candles to delay your death.
Programming, Art: @kostas-nik
Music: @haris491
Spain 1470.
The great inquisitor Torquemada, continues the war against the heretics. But a heavy curse fell upon him.
Doomed to struggle with ever-diminishing light, the time of persuasion passed.
It's time for the slaying.



Embedded version is v1.0
Itch.io version is v2.0
Both versions available for download
v2.0 UPDATE:
Increased enemies spawn rate
Massively Lowered candle drop rate
Added a light to the candle
Lowered enemies number to kill per 10''
| Link | https://doctorhouse13.itch.io/torquemada-heretic-slayer |
| Link | https://doctorhouse13.itch.io/torquemada-heretic-slayer |
| Original URL | https://ldjam.com/events/ludum-dare/51/torquemada-heretic-slayer |
Ratings
| Overall | 438th | 3.65⭐ | 42🧑⚖️ |
| Fun | 529th | 3.438⭐ | 42🧑⚖️ |
| Innovation | 897th | 2.949⭐ | 41🧑⚖️ |
| Theme | 730th | 3.5⭐ | 41🧑⚖️ |
| Graphics | 336th | 3.963⭐ | 42🧑⚖️ |
| Audio | 335th | 3.564⭐ | 41🧑⚖️ |
| Mood | 272th | 3.775⭐ | 42🧑⚖️ |
| Given | 48🗳️ | 60🗨️ |

The dark mood was really well done.
I would've liked to see fewer available candles, as I ended up having over 20 when I died.
Some tougher boss monsters would've also been amazing.
Really good game though, it feels really good!
As per usual in jam games, difficulty curves are one of the hardest things to get right. I felt like I got to lulls in the game where there just weren't enough enemies to fill the meter and had to wait for a few respawns. I'm not sure what the best way would be to fix that.
Loved the art and the audio here too.
This LD had an interesting theme, and you did a good stuff with it!
The movements are fluid and efficient.
The aesthetic aspect is very well done and does the job.
The level design even if it is procedurally generated, does the job quite well. But there is a problem of size for the passages / side doors. The choice of a Top-Down view probably doesn't help but you can't see the accesses well because the bottom wall hides the entrance. I could only spot these exits because an enemy was attacking me or passing by.
The User Interface needs to be revised for the objective gauge. It is placed way too low and hinders the readability of the game and the movement, so that I was essentially heading down rather than up.
The sound design is very good too.
I think the game could improve further with an increase in color range, to be less monochrome. Also the interface could use some work. Adding new gameplay bricks could propel the game to the top.
All in all, very good work that deserves to go a bit further.
postscript: sorry, not being good in English, this is a Deepl translation from the French language
I agree for the ui, it was done in an earlier stage of the game that was kinda harder and i wanted to be closer to the eye of the player, i could move it to top or add options.
I think the best way to procceed is to convert it to a roguelike or a small action-like rpg like diablo1. I really didn't want it to be time-restrictive but i didn't have other ideas for the theme.
Thank you for playing and for your feedback.