Labyrinth of Fiends by jcbeaureg

Playable in browser!
Traverse procedurally generated dungeons, kill Fiends to find the key to the next area. Some Fiends will drop their soul for you take, pocket these monsters and you'll be able to summon them to fight for you later!
Controls:
WASD - movement
Left-Click - Shoot
Right-Click - Summon Fiend
R - Reroll new level (see Known Issues below)
Escape - Quit the game

KNOWN ISSUES:
Previously it was possible to spawn in an unwinnable level, it should be fixed, but if its still happens you can press the R key to reroll a new level without losing progress.
Unfortunately, I didn't have enough time to add sfx or music, but it will be added to a post-jam version.
Tools used:
Game engine: Godot
Art: Aesprite
Audio: none :(
All assets created by me, except for the HUD font which can be found here: https://managore.itch.io/m5x7
| Link | https://zvaadin.itch.io/labyrinth-of-fiends-ld55 |
| Original URL | https://ldjam.com/events/ludum-dare/55/labyrinth-of-fiends |
Ratings
| Overall | 711th | 3.457⭐ | 25🧑⚖️ |
| Fun | 521th | 3.5⭐ | 24🧑⚖️ |
| Innovation | 907th | 3⭐ | 25🧑⚖️ |
| Theme | 622th | 3.63⭐ | 25🧑⚖️ |
| Graphics | 809th | 3.37⭐ | 25🧑⚖️ |
| Humor | 691th | 2.833⭐ | 23🧑⚖️ |
| Mood | 947th | 3.159⭐ | 24🧑⚖️ |
| Given | 46🗳️ | 18🗨️ |
I enjoyed the GB graphics and looking forward for the post jam version!
I gotta know the lore tho, why are we destroying all these guys, they don't seem so bad!! :sob:
In addition to what other jammers said, it would be better if our summons were blue and enemies were red, I think.
I have also noted the usage of the m5x7 font, as I may use it for future games.
@wildcodeplay I didn't think about the key dropping off screen, I may have to make some kind of indicator if that happens, or maybe have one of the summoned monsters bring it to the player
@alzhu1 Yeah I'll need to think of some better objectives for completing the levels, I originally thought about doing something like killing enough fiends to spawn a boss before going to the next floor, but as it got closer to the deadline I just did a quick and dirty key/door mechanic
@ty-victorson I haven't thought much about lore yet, but I'm sure they all have unpaid parking tickets!
@gord10ahmet Funny enough, the red fiend was not originally planned, there were actually supposed to be a few different creatures with elemental types and weaknesses, and the blue slime would have been the water type. I scrapped that and just made the red slime as a last ditch effort to make the deadline, but it would make more sense if the colors matched the player lol.
@fabonacci I've spent some time fixing bugs and as of today I'm 99% sure this one is fixed for good now, but in case it still happens you can press the R key to roll a new level.
@krummsakura Yeah not having audio in time for the deadline was a bummer, but I'm working on some for the post-jam version, and I like the idea of adding different colors/sizes for the enemies with different stats, I'll probably do something like that too!
@bluedingo I do plan on implementing a few other summon types and enemies with different behavior, but I also like the idea of summoned fiends boosting the player too!
Some post-jam improvements are in the works and almost, and just playing around with having the summons (and enemies) follow the player was definitely a much needed addition. I hope to have the post-jam version with this and other changes ready to post soon!