Depths of Madness by gold.daniel
Fight off waves of enemies as you slowly go mad! Gain powerful upgrades! Pickup powerups to increase your stats! As you gain madness more powerful perks become available, but your vision will slowly become obstructed.
If the embedded game does not work please try it on itch.io! Please leave some constructive criticism so we can make better games in the future, and we will do the same for you! :)
Controls
Move - WASD
Aim - Mouse Cursor
Shoot - Left Mouse Button
UI Controls are mouse only!!
| Link | https://github.com/goldDaniel/LDJAM_57 |
| Link | https://golddaniel.itch.io/depths-of-madness |
| Original URL | https://ldjam.com/events/ludum-dare/57/depths-of-madness |
Ratings
| Overall | 550th | 3.398⭐ | 46🧑⚖️ |
| Fun | 312th | 3.557⭐ | 46🧑⚖️ |
| Innovation | 787th | 2.58⭐ | 46🧑⚖️ |
| Theme | 821th | 2.522⭐ | 47🧑⚖️ |
| Graphics | 770th | 2.489⭐ | 46🧑⚖️ |
| Humor | 655th | 2.115⭐ | 41🧑⚖️ |
| Mood | 611th | 3.291⭐ | 45🧑⚖️ |
| Given | 46🗳️ | 64🗨️ |
Shooting, as a main feature of the game, can have some splash damage upgrades. And the xp (time to next upgrade) can be visible, like progress bar
The art style is crude but the gameplay is pretty well made, and fun to play. At first the lack of AoE attacks means the squads of little one are difficult to tackle, but it's alright! Nice job!
Apart from this the ambiance and atmosphere is rich and I found myself playing for a while without realizing it !
Maybe some fancy spells to unlock and do cool AoE could be cool ? I definitely wanted to blow all of those crabs up at once with something big at some point.
Cool stuff !
Thanks!

Had some strong mana issues in the beginning, but after I got some mana cost reduction upgrades, I could perma-attack.

Here are a couple suggestions:
* It felt kind of unfair that enemies can walk through cars, but you can't. Either remove obstacles completely or implement collisions for enemies. Another solution would be to be facing only flying enemies haha
* When designing graphics, make sure the important objects on the scene (for example the player character and enemies) stand out by using strong color contrasts with the background. On the other hand, decorative items must not interfere with the game or catch attention (especially if they're not obstacles). In this case, the parking lines were way too flashy in my opinion (even if they serve no purpose).
- finding ways to make the basic combat a bit more satisfying (which of course is easier said than done :D but I guess more visual + acoustic cues, particles, decals, maybe "recoil")
- maybe adding some versatility to the movement (e.g. vaulting over cars, or dash/roll)
- I think every(?) level came with a hoard of the weakest enemies (at least for the first 15 levels or so), would be nice to also have some mixed in between without them to change the pacing a bit
- speaking of the weak enemies, some randomness in their behavior would be nice to not have them flock together so predictably all the time
- a man can dream, but at some point being able to build turrets or traps would be very cool, or having some supportive drone following you around
That being said, I could give somewhat similar advice to my own game. :D
Next time try to polish the main mechanic (shooting and movement) to be the most satifying thing. Maybe add particles or other cool effects. Without this the game feels a little flat.
Overall i enjojed my time with it but it could be better.