Ashveil by FunBanan
Ashveil is a roguelike with Minesweeper mechanic — every move counts!
Explore the grid, uncover numbers, avoid deadly mines, and face enemies to earn powerful items. Think ahead, plan your moves, and survive as long as you can
https://funbanan.itch.io/ashveil

| Link | https://funbanan.itch.io/ashveil |
| Link | https://github.com/FunB4nan/Ashveil |
| Original URL | https://ldjam.com/events/ludum-dare/58/ashveil |
Ratings
| Overall | 15th | 4.061⭐ | 68🧑⚖️ |
| Fun | 14th | 3.939⭐ | 68🧑⚖️ |
| Innovation | 10th | 4.242⭐ | 68🧑⚖️ |
| Theme | 164th | 3.25⭐ | 68🧑⚖️ |
| Graphics | 71th | 3.758⭐ | 68🧑⚖️ |
| Audio | 65th | 3.516⭐ | 66🧑⚖️ |
| Humor | 90th | 3⭐ | 52🧑⚖️ |
| Mood | 42th | 3.81⭐ | 65🧑⚖️ |
| Given | 21🗳️ | 6🗨️ |
Основной противник, мелькнувший в начале, когда ты про игру ничего не знаешь. Ощущается как баг камеры. Ему бы тултип повесить с надписью: "ах ты ублюдок, мать твою, а ну..."
Как закрыть окошко, если открыл только прочитать, а там одна кнопка DROP?
В целом игра понравилась :slight_smile:
It felt there is a decent amount of content in the game as well - multiple enemies, multiple weapons and even multiple types of items, it was engaging to explore the map to fish for new items.
I assume the day/night mechanic was supposed to reveal / hide empty tiles, right? Not sure how it would impact the gameplay, but tbh the game feels nice as is (although the tweak might've worked if there were multiple levels to give variety).
I guess the only thing that was a bit annoying is the controls: I once accidentally dropped powerful weapon when I wanted to shoot and TBH three clicks per shot (weapon -> shoot button -> enemy) is a bit too much, especially when you need to do it e.g. 10 times.
It is very well done entry for compo, I had great fun playing it!

The last weapon you get is awesome. But I'm also sad, that those enemies with 100 health don't drop anything. Would have been so much fun to continue clearing the level with more powerful weapons.
The graphics look nice. The atmospheric environment sounds are great. I also love the day and night cycle which has a tiny bit of influence on the game play.
Good job! 👍
Исследовать карту с механикой сапера было интересно. Все играется и ощущется приятно.
Немного неудобно тыкать постоянно в инвентарь, может вибирать действие мышью рядом с ячейкой было бы удобней. И выстрел последним оружием на ЛКМ тоже упростил бы задачу. Шаг тоже можно чуть быстрей, чтобы из одного конца крты в другой быстро преремещаться.
Сокобана тут особо не заметил) кстати, может какой-то куб фонарь перемещать, который подсвечивает пару-тройку клеток.
В целом задумка огонь, мне очень понравилось!

As I got the hang of it I wanted the movement and actions to be faster/snappier so that I could blaze through the level :)
A cool reimagining of the Minesweeper mechanics. The visuals are nice. I felt like it could use a bit more progression. It’s awesome that you can shoot into the darkness and reveal it
Играется очень круто, визуально выглядит шикарно, всё отполишено.
Мне очень сильно зашло :thumbsup:
I kind of wish the movement in the game was a bit faster. I’m not sure how that would work with this format, but it could make things feel a bit smoother.
Could be more comfortable if the current weapon didn't require 2 clicks to shoot every time
A pity the sniper rifle you get from the boss makes everything a cakewalk :)
I like the visual style. It's simple, but it also matches the style of your previous game :D
I was a bit confused by 100hp enemies at first, but I guess they're just an obstacle. One thing that bothers me is that we can't remove/mark them out.
I noticed the game is made in Godot: is it gdscript or C#?
I didn't get the point of the different weapons except the last one since it seems that they all dealt less damage total for the amount of bullets used so why not just stick with the pistol?
Also the character movement felt a bit clunky, I would like to be able to hold a button to move with a short delay instead of having to keep tapping it.
Overall great work though!