Paladino by exofrenon
In Paladino you play as a holy knight descending deep inside the dungeon of a cursed castle to defeat a necromancer cult and their primordial king brought back from the dead.
It is a dungeon crawling roguelite with procedurally generated levels (around 20+ unique rooms), including traps, enemies and chests.
Controls: - Move: Keyboard arrows - Attack: Z - Defend: Space (Hold). Blocks projectiles and allows you to walk over spikes without triggering them - Heal: Q (If you have a potion) - Pause Menu: Esc - Interact: E (open chests and fountain)
There are currently 4 levels + a boss fight. Each time you die you restart from the last level, not from the beginning (I mention this because when you respawn you can't tell, all levels start the same). NOTE: Sometimes the procedural level generation might fail and you might see a room with only an entrance and all exits closed. If this happens, restart the level (from ESC -> Restart Level)
I highly advice you to just play the WebGL build since it will always be up to date!
This is a solo project and all assets (graphics, sounds, code) were created by me.

Besides the repetitiveness of the game due to low room variety (no time to design more) and the lack of music, I am pretty happy with the final results and what I managed to accomplish in just 72 hours on my own.
Update 1 (08/04/2025): After some feedback, mainly about the game difficulty, I made the following changes for the V2 release: - I added a fountain that heals you at the end of every level and more chests per level - I changed the helmet of the in-game player's sprite to more closely resemble the main menu artwork (Great Helm) - I added diagonal directions sprites for the player

Update 2 (08/04/2025): Ok, it seems like I introduced a bug at some point and the levels wouldn't progress, you would play the first level again and again. Fixed with the latest release (V4).
| Original URL | https://ldjam.com/events/ludum-dare/57/paladino |
Ratings
| Overall | 187th | 3.868⭐ | 21🧑⚖️ |
| Fun | 300th | 3.579⭐ | 21🧑⚖️ |
| Innovation | 619th | 2.974⭐ | 21🧑⚖️ |
| Theme | 623th | 3.342⭐ | 21🧑⚖️ |
| Graphics | 153th | 4.237⭐ | 21🧑⚖️ |
| Audio | 483th | 2.974⭐ | 21🧑⚖️ |
| Humor | 551th | 2.529⭐ | 19🧑⚖️ |
| Mood | 516th | 3.444⭐ | 20🧑⚖️ |
| Given | 8🗳️ | 19🗨️ |
@timo5034 Thanks a lot! But how come the controls feel weird if you don't mind explaining? I will take this into account and fix it if it is an issue
@wolfier Agreed, I definitely need more rooms but I was really pushed by the time constrains and did all of them in the very last moment.
@monogatari Thanks a lot for your kind words, I really appreciate it that you took the time to play it until the end. I realize now that I probably made the stages too long :smile:
Like for example, right now, in the arrow trap room the center traps always fire arrows from the wall farther away. It would be better if that room wasn't so predictable like that, like having arrows fired from different directions for each iteration of that room.
To put it another way, you want to avoid having your players solve a room before they've entered it for as long as possible.
I probably would've done this: Walk: WASD, Attack: Left Mouse, Defend: Right Mouse
From the stream :)
Incredible roguelite experience! Really well done. As if Dark Souls and Zelda had a child.
~Xp