Depths of Hell by mediocrity
A survivor-like game in which you purge the depths of hell from demons. Each run can upgrade your soldier from coins collected during his demon slaying adventures. :video_game:
- Move your character by WASD/Arrow keys or by touching the ground in the direction you want to go.
- Use to number keys or press the ability/weapon buttons on the bottom to select weapons. (If you have unlocked any.)
Created using the Unity engine. Used jsfxr for creating sounds. Used Asperite and GIMP for creating the graphics.

Change Log
- Fixed issue with collected gold overriding previously collected gold
| Link | https://mediocrity.itch.io/depths-of-hell |
| Original URL | https://ldjam.com/events/ludum-dare/57/depths-of-hell |
Ratings
| Overall | 106th | 3.595⭐ | 23🧑⚖️ |
| Fun | 36th | 3.81⭐ | 23🧑⚖️ |
| Innovation | 279th | 2.5⭐ | 23🧑⚖️ |
| Theme | 258th | 2.833⭐ | 23🧑⚖️ |
| Graphics | 223th | 3.095⭐ | 23🧑⚖️ |
| Audio | 199th | 2.833⭐ | 23🧑⚖️ |
| Humor | 159th | 2.625⭐ | 22🧑⚖️ |
| Mood | 244th | 2.929⭐ | 23🧑⚖️ |
| Given | 37🗳️ | 6🗨️ |
Game is good reference to roguelike games, it could be even better with more intensive curve
A bit slow in the beginning but once you got the shotgun it became satisfying mowing down everything. Was nice that all the drops on the ground remained between rounds, so you could save health for later :)
Nice work!
I had some bug/featuer? that i think "stole" some of my gold away, i was pretty sure i could afford more than 1 upgrade but then i had just 0 gold after buying one. This initially scared me away from going for long runs and just made me die once i had enough gold. Later this bug/feature didnt happen i could buy tons of updgrades.
I really like that you left the last rounds gold stay on the map (bug turned feature :D?). It really made the progression easier and something to do initially with the easy waves.
Some more feedback when getting hurt would have made it more immersive. Just a simple clear sound effect etc would have made getting overrun so much better (ofc animation even better but time is limited). Now its little lacluster and noticing whenthey are hitting me was hard.
The visuals are pretty simple but work and are clear.
Well that turned quite a long. I really enjoyed this evn though its pretty simple, the game balance felt really good and made me play to 9 dmg,8 cd and all weapons (glass cannon is the way). After that run, since the start is so slow i, stopped. Plus there was no clear indication if the following waves would have new enemies to discover. (more than green?)
Also yes, the pickups remaining from previous runs after starting a new game for sure is unintentional. But, luckily, it helps with the slow start. So indeed a bug turned a feature.
So there are basically 3 types of enemies. Regular red, tiny yellow, and huge green enemies. Sadly, did not have time for anything more than that. Also, left the economy balancing and wave design to the last hour, so it did not turn out perfectly. :hourglass_flowing_sand:
Yes, more animations feedback and general juiciness was one of the things I wanted would get into this game. Sadly, as for most of us, time is a limited resource. :smile:
Thanks for the input guys! Will be checking out more of your work later as well!
nice little game here. i was wondering if there was gona be a boss battle or not. kinda wished there was :D
I recommend that you put in a level-up system to access the store instead of only accessing it after death. A speed-up upgrade would be welcome.
I liked the graphics, the sound was good, although it was a little repetitive (pitch shifting your audio by +/- 10% or so can do wonders to help your sfx sound better). I don't know how to do this exactly in Unity, since I use Godot, but in Godot it's pretty simple:
$AudioStreamPlayer.pitch_scale = randf_range(0.9, 1.1)
Basically just setting the pitch to a random float from 0.9-1.1, and I do this every time before playing the sound, that way each time it plays it sounds just that little bit different.
Still, this game was a lot of fun and an amazing job. My only other "complaint" is that it would be better with some music!
That for sure is nice feedback. Certainly the pitch shifting is hardly noticeable for weapons in this game. I do use this technique but I barely hear a difference from shot to shot. Upon inspection, it looks I am lowering the pitch to 0.5 and then apply a pitch shift of 20% in either direction, which clearly is not sufficient and it indeed sounds quite monotone still. :loop: :face_palm:

Yes it pains me I did not get music in. Will sure start doing a more finished game out of this any day now. The feedback is of great help. Thanks! :blush:
For whatever reason, I was confused by not getting levelup after collecting ~18 coins during my first run. I read the game description, but it still wasn't apparent. Only a comment about "upgrading after death" made sense into it. It's a good idea, but I could drop the game before that point if I don't know that dying is a part of a game loop (not every game has meta progression, etc. and we have expectations from vampire survivors game - you get upgrades as you go).
I also tried pressing the entire upgrade icon instead of a green button below it. Perhaps turning the entire "slot" into a button could be an upgrade to UX, but maybe that's unnecessary.
Overall, a good game with a proper game loop.
After seeing your progression system, I though about upgrades like "add health pickups to the loot table" -- so some pickups are not dropped until you bought an upgrade for it. It would complement the strength of this system where you configure the run before starting it. It's not something that you could add during compo of course, but something that one might consider when making a final game or another iteration of it.
> Yes it pains me I did not get music in. Will sure start doing a more finished game out of this any day now. The feedback is of great help. Thanks!
Meh, music is overrated imo. I turn off most of the compo music after a couple of minutes as it's usually a weird 10-20 second loop. A good music can turn a game into a banger, but it can take hours to make. May not be a good recipe for everyone. If you can make a bad music in 1 hour, I'm still not convinced it makes the game better if the player ends up muting the entire game (or you may need to add another overlay button to mute the music separately at any point - even more extra work). Ambient-style music works better, it could be a 2-3 minutes long loop of birds chirping, etc. If it's not into your face, it can be alright, but it also doesn't improve the game by a large margin as a really cool track would.
In my opinion, it's not worth it considering all "add this" comments, especially when they're coming from mostly-jam people (no offense intended, it's just very different) that may use premade music or have a dedicated sound designer. I'm assuming you used 100% of your time, so all suggestions above are like "if you already have a dissolve shader, which you are permitted to reuse as it's like a library source code, then you could add it to get something extra without spending more time".
If you **are** talented in making music, it's a complete different question of course. :D
I would definitely have been able to add a simple hit and death effect and it would elevate the game a lot. It would be a 5 minute change and even look good with some decent shader as you suggested.
Initially i had planned in-game progression in form of level ups in conjunction with the meta upgrades. But I realized I was running short on time and had to cut it. In a more fleshed out game, i think i would go that route. Or at least adding level ups in-between successfully completed levels. For this compo, I am just happy i got some kind of game loop and progression up and running.
I have no skill or knowledge about creating music. So perhaps, we all should be lucky it did not make it in. :D :hear_no_evil: