From The Depths by Whysguy52

Fight Your way out of the depths of hell!
Find the boss, kill him, ascend!
(inspired by The Binding of Isaac)
Make it to the 5th level to win!
(Level is shown in the top right corner. I forgot to label it. what's there is for my debugging but it works) (The game doesn't have a "win" scenario. it just goes on forever)
LEVELS SCALE!
On each level, there are more rooms, more enemies spawn per room and move faster. Health replenishes each floor. Couldn't make health drops :( sorry. I tried.
Controls:
``` W - forward A - left S - down D - right
LMB (Left Mouse Button/click) - Attack - swing sword RMB (Right Mouse Button/click) - block - raise shield in front of you
To release the mouse, press Alt + Tab (sorry I didn't make it a button)
```
Woo Hoo! Another Solo Jam under my belt. Haven't done it alone since my first Jam! and it's (technically) a full game!... and by that I mean it has
Things I wish I could have done:
- Health and item drops
- Different weapons - including bows and other swords
- different shields with different sizes or weights or something
- more enemies and bosses - sorry there's only 1 enemy type of each but at least they scale per level
- Win state - although I do like the infinite version.
- tweaked enemies
- better sounds - yeah... my sounds are pretty basic clips of recordings of myself
- music - ugh this needs it but I lowered the priority on that to get the game out. a few sound effects were last
- improved environments - yeah they are flat and boring as hell but I was trying to push this through on my own! QQ I wanted to add rocks and textures and torches and spikes and pits and so much more.
- controller support
- better player controls - you can't even jump. wasn't critical so I put it off and ended up not having enough time
- title screen menu and more options
- more room variety
- Game Over - I only display game over but you can still keep playing in the background
New skills/techniques for this game (things I've never done before)
- Procedurally generated maps - each map will be unique (I was excited that I got the doors to spawn correctly too!)
- First actual melee mechanics! - I usually make exploration or adventure games and combat, in the past has only been randomly exchanging numbers
- Level Switching - this is the first time I've ever implemented multiple levels. All previous jams have been single level/scene
Tools used: Game Engine: Godot 3D stuff: Blender 2D stuff: Piskel (past: LibreSprite/Asperite, inkscape) audio: Audacity (for simple sound manipulations) (past: LMMS for music composition)
| git repository | https://github.com/whysguy52/FromTheDepths |
| Itch.io download | https://whysguy52.itch.io/from-the-depths |
| Original URL | https://ldjam.com/events/ludum-dare/57/from-the-depths-2 |
Ratings
| Overall | 834th | 2.738⭐ | 23🧑⚖️ |
| Fun | 827th | 2.5⭐ | 23🧑⚖️ |
| Innovation | 860th | 2.175⭐ | 22🧑⚖️ |
| Theme | 777th | 2.786⭐ | 23🧑⚖️ |
| Graphics | 773th | 2.452⭐ | 23🧑⚖️ |
| Audio | 546th | 2.5⭐ | 23🧑⚖️ |
| Mood | 820th | 2.675⭐ | 22🧑⚖️ |
| Given | 29🗳️ | 23🗨️ |
I also think your game in general would be better if the combat was faster overall. There's a lot of dead space in the fighting so i think you should have less delay for the bats.
I like that you could carry on after game over appears, and it even goes away for the next level.
I struggled with the combat, the mouse sensitivity was way too low and it seemed hard to actually hit anything without taking damage first. I didn't actually realise you could use the shield.
I also so you worked solo on this so props to you for showing the dedication.
Personally I think you showed us that you're capable of making your own game with art, programming and sound.
Who know's, maybe you're even the next TobyFox, haha.
The game itself is ofc lacking abit of depth (hehe, get it?), because its pretty much the same scenario each room.
Enter, kill bats, move on.
Thats not to say its that bad, but in order to make it fun, it could use more variety. Smth that is unexpected for the player. Be in new weapons, new mechanics, or enemies.
Design wise it was also rather simple, but that's alright too once there's more variety.
Overall this game adds to your portfolio and you can be proud about it!
Keep at it, and you'll be making the next Elden Ring in no time.
yeah i know there's not a lot of depth (no pun intended) :\ Sorry. I did have plans for rocks and pits and spikes and different shaped and sized rooms as well as enemies, items and weapons (see my post for my list of things i didn't get to) but time, you know? Once again, my game idea was overly ambition but that's okay.
Thanks for the play and thanks for the feedback.
One thing I didn't see mentioned is how a lack of player feedback and an abysmally small melee range make for combat that feels... floaty and unresponsive at best.
Another thing that was missing for me was a minimap or some other way to tell where you are in relation to other rooms - it's really easy to get lost in the maze of identical halls.
Either way, good job and thanks for the game, keep on making things <3
A crosshair/reticle would've been helpful because I often found I didn't know where I was aiming. Secondly, I thought it was slightly annoying that when I blocked an enemy attack and lowered my shield, if they were close enough, I would still take damage.
Still a really cool idea and solid 3D entry, I hope you continue to run with this idea and maybe implement the ideas you had in the description! :)