The Depths of Magic by benjamm

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You are a wizard in search of magical knowledge and power, and have arrived at The Dungeon in search of such things.
The Dungeon's own magic spawns guardians: Bugs, Imps, and Demon Dogs. But, some of that magic lies behind each door for you to claim as your own.
The Dungeon's magic is dark and powerful, and your greed grows as you delve, becoming unable to leave.
How far into the depths will you get before you succumb to the magic you have made your own?
WASD to move - Click (can hold) to shoot at mouse pointer


- Engine: Godot 4.4.1
- Programming: Hungry and MrDandro
- Art and sound effects: benjamm
- Song: bgm action 1 by CodeManu - 8-bit Music Pack
| Source Code | https://github.com/benjamm22/The-Depths-of-Magic |
| Itch Link | https://benjamm22.itch.io/the-depths-of-magic |
| Original URL | https://ldjam.com/events/ludum-dare/57/the-depths-of-magic |
Ratings
| Overall | 719th | 3.105⭐ | 21🧑⚖️ |
| Fun | 614th | 3.105⭐ | 21🧑⚖️ |
| Innovation | 842th | 2.342⭐ | 21🧑⚖️ |
| Theme | 857th | 2.079⭐ | 21🧑⚖️ |
| Graphics | 586th | 3.342⭐ | 21🧑⚖️ |
| Audio | 451th | 3.132⭐ | 21🧑⚖️ |
| Humor | 505th | 2.647⭐ | 19🧑⚖️ |
| Mood | 743th | 2.974⭐ | 21🧑⚖️ |
| Given | 54🗳️ | 12🗨️ |
The character art is fun, I like all the animations that the creatures do when coming after you. I did find some of the death animations hard to differentiate from their attacks, but as they were then dead that did not affect gameplay. I did notice that dying enemies still absorbed shots; especially in the first few floors it was a bit painful to fire a spread of four shots that all went into a single enemy that a single one would have killed. I could certainly feel the enemy scaling in health as I got deeper into the tower, although I couldn’t tell if the number of enemies was also meant to scale. I definitely saw some waves on the later floors with a single flying enemy.
Overall a great game jam entry, well done!
The cartoony colors and the inverted hull outlines look great on the character models and the animations have a lot of charm.
I also really liked the funky sfx, but speaking of sfx, there's some clipping going on with the same sfx playing simultaneously. Unfortunately the problem gets worse as the game progresses due to the upgrade system scaling projectile amounts and such.
Pretty good replayability factor too due to the rouguelike upgrade system and the surprisingly high skill ceiling.
Great game overall, definitely something thats worth expanding on.
- Bottom collision seemed to be a bit wonky, with my character getting slightly stuck there with enemies once,
- Spawn points are very tricky, enemies sometimes spawned right on me and I couldn't avoid taking damage
- The music was fun and if I heard right, it was changing with the speed of the projectiles, but got slightly repetitive after a bit
Overall, cool game!
Loved this. The animations are so good. I loved that the upgrades felt powerful. Kept me wanting to see what hte next room was like. Only issue I had was that the enemy spawns had to lead-in or neutral zone so the spawns were where most of my damage came from.
Really cool entry. Thank you!
The upgrades seemed very random in terms of power. The rate of fire upgrade barely seemed to do anything, despite acquiring many of them, and I randomly got a +5 damage and a +5 shots upgrade near the start which felt overpowered.
I never bothered with health upgrades because it was easy to just never be hit - until they spawned surrounding me and I couldn't move. You die very quickly if you get trapped.
It would be nice if there was a wave counter displayed somewhere so you know if another group is about to spawn.