Labyrinth of Fiends by jcbeaureg

[raw]
made by jcbeaureg for Ludum Dare 55 (JAM)

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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

ld55-1.gif

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

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🗨️

Feedback

Pigeonic
16. Apr 2024 · 13:17 UTC
Made it to floor 13th. It got a bit easy at some point, I think a mana system would help. Good job!
Bastillas
17. Apr 2024 · 01:24 UTC
it would feel better if the summons somehow follow you,
I enjoyed the GB graphics and looking forward for the post jam version!
Alexandru Barbanoua
17. Apr 2024 · 22:45 UTC
The game is very good, I really like it, it lasted quite a while and it was quite easy. for jam it's a very nice game!
LDJam user 383763
24. Apr 2024 · 05:54 UTC
I got to the 7th floor. I liked the procedural generation of the level, but after some time it started to be repetitive. I had no problem with unreachable doors. I didn't use right mouse click much often because I didn't see the point. I could should and evade really easily and there was no point in spawning my own monster. Also I was afraid that my monster will stay in some area and kill some others and the key would spawn there and I would need to travel back where I summon my monster :).
LDJam user 374168
24. Apr 2024 · 06:38 UTC
Very simple but enjoyable game, I liked the art style and the procedurally generated levels; the summon mechanic is neat though I didn't really use it much, and the level progression got a little repetitive after some time, so maybe having different objectives randomly selected per level could spice things up. Overall, nice submission!
Ty Victorson
24. Apr 2024 · 07:07 UTC
I went to floor 12, I felt like the summons weren't really needed, I think if they were able to direct enemy shots away from you, they would be more useful I only ended up summoning them a couple times and instead started collecting them I got up to 50! I liked the replayability, the art and overall, it was a fun little game!

I gotta know the lore tho, why are we destroying all these guys, they don't seem so bad!! :sob:
LDJam user 382954
24. Apr 2024 · 07:39 UTC
Made it to floor 8th. Nice game.
Maxthedoom
24. Apr 2024 · 08:21 UTC
It's a nice game, although like other people said, it would be nice if the summons were a bit more active, if they followed you around and focused on enemies a bit more, it did feel a bit needless to summon the mosters. A difficulty spike as you reach new levels would have been nice as well.
gord10ahmet
24. Apr 2024 · 09:33 UTC
Nice game.

In addition to what other jammers said, it would be better if our summons were blue and enemies were red, I think.
fabonacci
24. Apr 2024 · 10:38 UTC
Nice entry. I have been blocked at the fifth floor. I think there is a bug in the level generator, there was no access to the door. Otherwise, it was a bit repetitive, but the gameplay, movements and shoots felt really good. And i love the graphics and mood of the game. Simple but efficient, Thank you.
KrummSakura
24. Apr 2024 · 10:44 UTC
It’s a lovely game with a coherent art style and somewhat like from the so-called good old days. Procedural dungeon generation is a nice touch. Audio could make it more polished. The repetitive feeling, mentioned by the other players, could be broken with some trick by recoloring and resizing the same enemy sprite to create different types with varying speeds, damage, size, etc. Good Job!
Mibi88
24. Apr 2024 · 15:47 UTC
It is a nice game, with an interesting concept, but it really lacks at content and variety.
CrociDB
26. Apr 2024 · 15:47 UTC
I think it's a solid entry, really simple and fun. However I miss a bit more love on the feel of the game, you know? Like making the movement more dynamic, the shooting more satisfying, having some variation on the enemies. I also felt like the summoned fiends are not very useful. But overall a good job! :)
aucguy
26. Apr 2024 · 19:16 UTC
The game was surprisingly fun. The gameplay of trying to shoot enemies while avoiding their shots was engaging. I didn't realize I could summon fiends until after my first run despite it being in the instructions. I also got to floor 8.

I have also noted the usage of the m5x7 font, as I may use it for future games.
BlueDingo
27. Apr 2024 · 18:54 UTC
movement feels clean, seems about the right amount of shots to kill the fiends. Only suggestion would be to give an extra something to the summoned fiends like some of the other people have said, assuming you're using the same exact AI as the enemy for the summoned fiends and wouldn't want to change it, then you could instead give a buff to the player when they have a summoned fiend on that floor like a damage boost or rate of fire increase. Solid entry all around though.
DrPepperIsGood
28. Apr 2024 · 06:21 UTC
I got to 5th floor! Simple but fun game.
quadtree
28. Apr 2024 · 07:57 UTC
Pretty fun game. If there's one thing I'd add, it'd probably be more enemy variety.
🎤 jcbeaureg
28. Apr 2024 · 09:13 UTC
Thanks for all the feedback everyone! I'm glad others are able to find some enjoyment in the game, but I definitely understand improvements can be made, especially the lack of difficulty and variety. I had a lot of ideas I wanted to cram in, but as the deadline got closer I had simplify everything and go with what was already completed, but I'll be incorporating all the feedback in the post-jam version!

@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!
TheLastSlowpoke
30. Apr 2024 · 15:17 UTC
Good job on making a game! Everything works well, I bet the level generation was the most difficult part to do and it works great! I love the hud!