Wizardry Catacombs by J4cko16
About:
You are a wizard that wants to know what lies in the depths of the catacombs. Fight your way through a procedurally generated dungeon with the power of your trusty spell book! Can you reach the bottom and defeat what lies there!?



Game Jam:
This game was made in 48 hours for LudumDare57! All of the art, music, code, etc. was made by Jeksim in the course of the jam period (I want sleep...) Please note the font for the game was the only free asset used! The font is "Pixelated Elegance" and was made by GGBot, (commercial use is allowed)
Source code:
Source code can be found on the games itch.io page! However I do ask that you give credit if you use or reference any of the scripts for the project, thank you for your understanding.
| Play Here: | https://jeksim.itch.io/wizardrycatacombs |
| Original URL | https://ldjam.com/events/ludum-dare/57/wizardry-catacombs |
Ratings
| Overall | 92th | 3.648⭐ | 29🧑⚖️ |
| Fun | 109th | 3.463⭐ | 29🧑⚖️ |
| Innovation | 281th | 2.463⭐ | 29🧑⚖️ |
| Theme | 204th | 3.278⭐ | 29🧑⚖️ |
| Graphics | 122th | 3.611⭐ | 29🧑⚖️ |
| Audio | 48th | 3.827⭐ | 28🧑⚖️ |
| Mood | 157th | 3.34⭐ | 27🧑⚖️ |
| Given | 22🗳️ | 29🗨️ |
Anyway, this was awesome! I really loved the graphics here, and the sound effects were funny too. The amount of content here is what blew me away, though - I really did not expect so many floors! And with constant new tilesets & enemies to boot (the later ones were palette swaps but still). Not to mention the ending! Lastly, I appreciate how the enemies actually had an attack animation instead of just bumping into you :)
It did begin to drag a bit by the end, though. While I didn't mind the mana mechanic for most of the game, it made fighting with the summoning slimes really awkward, where it was just a staring contest while I was recharging mana & they were waiting to spawn another slime. Not to mention that fighting two (or even three) at a time was a nightmare. Also, floors 16-20 and 26-30 felt really long - I actually appreciated a lot how 21-25 felt intentionally shorter, since there were no more new enemy types & you were approaching the end anyway, just wish that 26-30 were the same. Still, that's pretty minor, especially since balancing is always difficult in game jams anyway.
Overall, really enjoyed it! Amazing entry!
edit: why did you remove yourself from the humor category? that ending alone is way above the average jam game :D
I'd have loved to see more spells or ways to fight. Enemy variety and length was great. Music was especially good. Solid entry :clap:
I found a small bug where you can skip a level if you double tap space on the stairs so I happy to report I made it to floor 31.
The sfx and music are amazing. This is where the money went. :D
Now to some feedback. Don't take it personally, I'm trying to understand what went right here (I might be wrong)
I would personally make every biome last for 2 levels (3 at most), so it has 10 levels instead of 30. It's the same content per levels anyway, so the player doesn't lose anything. For the purposes of the jam, I have a feeling that dragging content is usually not a good idea - it wouldn't be dragging if the player would have a progression between the levels, but there is none (only a new biome can be called a progression, but it's once per 5 same-y levels). So in my opinion, 10-15 levels instead of 30 would make the game better, not worse. :D
A real boss fight in the end could be a reward, but 30 levels is a lot in any case.
Since the game doesn't reward the player for kills, at some point you start to avoid monsters and run for the next floor, which kinda defeats the purpose of the game, unless it was designed to be a monster cheesing game. The later monsters are too fast to outrun though, so there is that. :D
The simplest way to fix it would be adding a score amount for every kill, making encounters at least a bit more meaningful (you can aim at a higher score). This is a cheap way, but it can work; although 30 levels is still a lot for it to work properly (the player may stop caring unless there is another progression).
The crates could be replaced by hearts directly without losing too much of their functionality, if they would not be picked up at full health, that is. I think one of the benefit of a container is an element of uncertainty ("what's in the box?"), but it disappears if 100% drop is a heart. Even a 80% chance to get a heart would make it more exciting, if you insist on having boxes. :D An upgrade or something else would make it even better.
Since it's a compo game, I would not suggest any alternative attacks or bonuses for progression as it would take extra time. You invested that time into the music and it pays off in its own way. But I did mention some other stuff that would take 5-10 minutes to do, but the overall experience would be better, at least in my opinion.
You might be annoyed by the idea of stripping down the 30 levels, but if more than 1 person tell you that the game is too long for its gameplay, you might want to give it a second thought. :D
And to be honest, I fell for this trap myself - I added more content instead of giving more polish to already existing one. I tried to counter-balance this extra content by adding more variety, so it could be rewarding for the player to play more; it was still better to focus on a smaller core with more polish and bells-and-whistles, and maybe even music.
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I've read the comments above. It looks like this game has random generation. I had an advice from someone before that random generation for LD rarely pays off. "People will not play the game for the second time"
If we would make this game have only 10 floors, it would be possible to make these floors by hand. Given that they're quite simple in nature (small amount of varying objects), it could take less time than making a generator, but I'm not sure how easy it is for your engine to load a map (you would probably need to make a scene initialized from a serialized map, etc.). I made a small randomizer for my game as well, but it doesn't create actual mazes - just random tiles and random enemy placement; this was very fast (20 mins of coding). Making a maze/dungeon generator is much harder.
Usually, people tend to make them too fast and it makes the game unplayable (or very annoying to play).
This game does it right (at least if the player has no way to counter it, the projectiles should be this slow).
something motivating me to stay on each level for longer, since from what I can tell
the best strategy is to make a beeline for the exit.
I notice the source code for this game is not downloadable without paying for it. The compo
rules require that you provide source code, and I'm not sure charging for it is in the spirit
of those rules.
Having the shots come from the book made aiming while moving hard sometimes, like shooting straight up while moving in the same direction made the shoots at an angle, which is not what I would expect to happen.
The music felt out of place and random at the beginning, I liked the speed up with the scenery change, it eventually felt really good before going "out of sync" again.
EDIT: The source code is now free... The games I were referencing that were charging were entered as "jam" games not compo, sorry for my misunderstanding
Nice ending cinematic... woof.
I found the idea of a rouge like without upgrades or items interesting, it focused the game differently than how I would normally play. Normally I would kill everything and search everywhere, but this game it is advantageous to get to the stairs and move on. That made for some tense "do I risk it" moments.
The "eye" enemies (both red and purple) seem to have broken hit boxes. Many times my fireball passed right through them. It made them harder than I think they should have been. By my estimation, it seems the collider only covers the bottom half of them. Still fun though!
Procedural generation gang what up! I got puked on at the end is that normal :P?
MAn I never know what to type in the comment section below when it comes to compo games. It's just incredible to me there are are people who can create art and music and code at the same time. Got through entire 30 levels, almost died twice, sweating bullets. The outstanding part for me in this entry was def musix and sfx. Especially music was fing great brother. Good job man!