Soul Dungeon by megalukes
Explore an abandoned dungeon while collecting elemental souls and summon them to help you. Kill all the enemies in the final screen to win!!
Web version on itchio. All instructions are within the game. Note that the web version can be a bit slow in some browsers. If that's your case, download the Windows version.
Art, game design, music, sounds and coding by Fabio Lino and Lucas Felix.
Thank you for playing!



Edit on April 16th: Full screen, music loop and teleport bugs fixed. Web version uploaded on itchio.
| Link | https://megalukes.itch.io/soul-dungeon |
| Link | https://megalukes.itch.io/soul-dungeon |
| Original URL | https://ldjam.com/events/ludum-dare/55/soul-dungeon |
Ratings
| Overall | 352th | 3.78⭐ | 27🧑⚖️ |
| Fun | 456th | 3.58⭐ | 27🧑⚖️ |
| Innovation | 272th | 3.729⭐ | 26🧑⚖️ |
| Theme | 154th | 4.229⭐ | 26🧑⚖️ |
| Graphics | 198th | 4.28⭐ | 27🧑⚖️ |
| Audio | 111th | 4.043⭐ | 25🧑⚖️ |
| Humor | 721th | 2.789⭐ | 21🧑⚖️ |
| Mood | 511th | 3.63⭐ | 25🧑⚖️ |
| Given | 25🗳️ | 30🗨️ |
An unfortunate oversight is that the controls don't appear until after you've moved, hah. (And also, this doesn't affect most peopl) but on a high refresh rate monitor everything jitters. (I believe that's because physics only run at 60hz by default))
I kept dying on the level with the first wind(?) enemy, and that sent me back to the start of the *previous* level; dying on the final level sent me back two levels.
The combat and puzzle-platforming parts felt at odds with each other; in the next-to-last level I didn't really summon any souls because they could've prevented me from completing the puzzle portions of the level.
Unfortunately I couldn't ever beat the final level; I kept arriving there with one or two lives left and in the interest of time management I had to concede defeat :/
With all that said, though, it still felt awesome to platform and capture enemies and summon souls!
My only feedback would be as the others also mention, the controls are a bit awkward (mainly the z to jump, and maybe a space to cast spells?)
- Bounces on stunned enemies are very high - would be good to be able to control their height with jump button.
- Sometimes my wisp would kill an enemy I was trying to bounce on and I'd go through it.
Nice work putting this together so quickly!
I think if I had to choose one thing to complain about, it's the length of the soul absorbing animation. When you're dealing with enemies and moving around a lot, it's nice when these kinds of animations are snappy, because players will be seeing it over and over again.
But overall, great job!
But yes, nice colours and sprites, good animations. I thought the beat on the tutorial level got a little grating so I was happy to hear that in the rest of the game there was more to the music! The sound effects are good and fit well. Nice variation in enemies and the twirl when you capture them is satisfying.
Like someone else said, it seemed unnecessary to capture them most of the time before the final level, and on the final level doing so would even prevent you from progressing since you needed to jump on them. I think that's fine, but that's why it becomes a problem starting over all the way from the beginning again if you mess up; if you always restarted the current level, I'd feel encouraged to experiment and even use a reset button if I had one :)
On the whole very slick, really just need to fix the restart issue and I think you're golden!