Karl's Labyrinth by xbolinger3

Dungeon Crawler Roguelike Maze: Fight Goblins, Trolls, and other mythical creatures using a variety of spells and melee weapons.
- Over 20 unique enemies
- Huge maze: 8000+ tiles
- Dynamic spell system based on Player Character's physical attributes
- Melee combat based on a custom realistic/hyperlethal d10 pool pen and paper rpg
Very Important:
- Press and hold left control to move your camera when you are in the maze
- Click on the ground to move, there will be a path finding grid
- To cast magic missile you need a target to click on
| Link | https://github.com/20Julie20/KarlsLabyrinth |
| Original URL | https://ldjam.com/events/ludum-dare/54/karls-labyrinth |
Ratings
| Overall | 1090th | 2.758⭐ | 35🧑⚖️ |
| Fun | 1078th | 2.559⭐ | 36🧑⚖️ |
| Innovation | 1031th | 2.621⭐ | 35🧑⚖️ |
| Theme | 987th | 2.941⭐ | 36🧑⚖️ |
| Graphics | 630th | 3.515⭐ | 36🧑⚖️ |
| Humor | 754th | 2.5⭐ | 33🧑⚖️ |
| Mood | 907th | 3.015⭐ | 36🧑⚖️ |
| Given | 40🗳️ | 48🗨️ |
A roguelike with this ruleset and visual style could definitely be fun but it was such a pain to get back to where I was that I didn't get to explore the mechanics properly.
Three things that could make the experience of exploring the maze much better:
1. document camera control and allow for higher angle (you're constantly adjusting the camera angle to be able to click the tiles). Alternatively, have clicks register through the walls.
2. Ability to walk in several moves (you can already select target tile)
3. Auto-stop movement on spotting enemy.
All in all it's an impressive and promising entry, just sad that the juicy parts are kept out of reach by the controls/interface.
However, we're really slow, my first combat experience came after 5-6 minutes, when I reached I guess the center of the labyrinth against the minotaur (the models are really cool by the way).
Camera control isn't super-intuitive; holding down a mouse click for movement could have been more like what's generally done in video games.
And the ability to move with Z-Q-S-D / W-A-S-D would be a real plus, so you don't have to turn the camera when you're going through a series of streamers.
But otherwise, the concept has great potential, well done!
- First, if the game is fullscreen only, there should be a quit button without having to alt-tab out of the game.
- The initial scene is a bit pointless. Usually, playable main menus in games are used as a safe playground for the player to learn the mechanics of the game. Think like, the Mario 64 hub world, or the Crypt of the Necrodancer stage select. With this game though, the main menu uses a completely different control scheme from the rest of the game, so even though I'd read the instructions I didn't know what to do. I even thought the game had crashed because there was no movement. A normal main menu would have probably been better.
- As I played the game, it felt like the kind of game that desperately wanted to be 2D, or at least have a fixed, bird's eye view perspective, instead of the free camera you went with:
- The initial camera angle is very confusing. It was jammed into the ground and was impossible to play without moving the camera up.
- Vertical rotation of the camera is inverted from what I expected, so rotating the camera was awkward, and having to do it constantly during the game felt tiresome.
- Clicking to move would have been a fine idea if the walls didn't always get in the way, and you didn't have to keep clicking to move one square at a time. This is the perfect example of what I mean by this game could have had a top-down view. You could just have had the camera fixed looking down, and arrow keys to move one square, and that's it! Or, if you still wanted the click-to-move mechanic, it would also be better, since the walls wouldn't be getting in the way of your mouse all the time. You could maybe add an auto-move option too, that just stops if an enemy attacks you, but that's just an optional QOL improvement.
- The light ball also felt pretty useless since you can't see anything over the walls anyway. If the game was top-down, you could more easily use the balls to locate yourself. With the free-moving camera and identical walls all across the map, it's easy to lose track of the places you've been, even while using the light ball mechanic.
- Finally, this one might be personal preference or skill issue, but I have no idea how the combat system works. x) I don't know what a dice pool is, or what difference each kind of attack and each body part makes, how to win or lose. I just kept choosing stuff and ended up dying. On my second and third playthroughs, no enemies appeared, but I couldn't reach the end anyway...
Again I'm really sorry, I always prefer to be positive but I also think it's important to point out actual flaws when one finds them. I hope I didn't come across as a dick because that's not what I'm trying to do! I hope you can get some useful insight out of my comment.

If the camera gets updated, I would love to try again and experience more of what this game is meant to be, but right now the camera is a bit of a showstopper for me personally.