Dungeon of Sacrifice

Overall★★★★★★★★★★3.18
Fun★★★★★★★★★★3.27
Innovation★★★★★★★★★★2.62
Theme★★★★★★★★★★3.32
Graphics★★★★★★★★★★2.88
Humor★★★★★★★★★★2.23
Mood★★★★★★★★★★2.84
This is a roguelike dungeon crawler where you must balance looting chests with the great dangers that come with them. Opening chests will wound your body parts, as the injuries become more severe, your abilities will weaken. You must strategically manage how many wounds each body part gets and decide when or if opening chests becomes no longer worth it.

You must fight through 20 rooms to reach the final boss.

WASD or Arrow Keys-Move

Mouse-Shoot

P-View Items and Wounds, Hover over items to view descriptions

Changelog:

Centered Ludum Dare Title Text and Fixed Arrow Collision

Fixed pausing allowing you to skip sacrificing and fixed shade's item string

Changed control inputs to allow arrow keys for azerty users

Tools used:
Stencyl
GIMP

Genres: shooter
Tools: GIMP, Stencyl

Comments25

figglewatts
figglewatts3 Dec 2018, 14:02
Dude we made the same game! Does that make us best friends now? I think you executed the whole sacrifice aspect a lot better than I did. Nice job, it was really fun :smile:
adventureislands
adventureislands3 Dec 2018, 15:06
I like your take on the theme. Managed to beat the boss too! The item pickup UI should also show your wounds because I keep forgetting what I had already.
sbeif4 Dec 2018, 21:28
Nice one, very enjoyable. Maybe I'm just bad at it but I kept dying before receiving too many wounds, so I didn't really have to sacrifice anything :P
arnau
arnau4 Dec 2018, 21:43
I think the type of game you've chosen is one of the best for the theme, really nice development!
Suchista
Suchista4 Dec 2018, 21:49
Very nice game, simple to play but also challenging. I like the final boss!
jhell4 Dec 2018, 21:49
Too bad you didn't have any sound as the game was awesome! Got a vide of Binding of Isaac and Risk of Rain with the items, had a lot of fun playing! I feel the wound effects shouldn't be so easily cancelled out by the items you get though. I found that it was always better to take a wound and a chest than passing it.

Ah and next jam please don't forget us AZERTY users :(

Great job!
Nakami
Nakami4 Dec 2018, 22:04
You should at least have different color for enemies and different color for each type of enemies (if not the color the sprite is better)
Enemies and player projectile should be bigger.
Is it a sacrifice due to lack of time that we can return back or it's because we sacrifice different way at each room ^^
kantieno
kantienoauthor4 Dec 2018, 22:33
Thanks for all the feedback! Having wounds show up on sacrifice would be a good idea. Different sprites for enemies are something that I really wish I had time to add as well as music! I will definitely add both as I continue to work on the game.

And sorry for forgetting about AZERTY users, that's a great point! I added in arrow key support for movement, which seems to be allowed as far as bug fixes go, since it could make it unplayable for some!
irock
irock5 Dec 2018, 02:21
I like the concept, but I took a wound almost every time and my character wound out better overall with the items from the chest. It didn't seem like much of a sacrifice.

In terms of graphics, I think they would be much better with more contrast. You also ought to make the projectiles much bigger. That helps both readability and game-feel.

Also, it would be nice to know what the item I just picked up does without having to check the pause menu, and also it would be good to know the negative ramifications of each sacrifice without having to check.
alec
alec6 Dec 2018, 04:03
Nice game! I liked the randomness with each playthrough. The bullets were pretty small and sometimes hard to see. And I agree with irock where the sacrifices could have been a bit more intense. It also would be cool if the HUD (activated with p) was always on screen. Something like classic doom where you wouldn't have to switch back and forth. I really liked the art of the rooms! good luck!
kantieno
kantienoauthor6 Dec 2018, 04:03
Thanks for the feedback! If I continue to work on the game I think I will definitely add a notification system displaying what stats have changed at the top of the screen. A good way that I think I will balance wounds would be to add in a system where acquiring additional wounds when you are at max to cause hp loss, this will hopefully help along with other changes to make it more of a strategic sacrifice!
Luis Giron
Luis Giron6 Dec 2018, 04:22
I want more of this, the concept is really cool,the gameplay is very polish and it's a quite addictive and challenging. Great game!
fishbrain
fishbrain6 Dec 2018, 04:33
Interesting idea... well done!
Wizard.Exe
Wizard.Exe6 Dec 2018, 04:33
I enjoyed, nicely done. It's a fun take on binding of isaac. Would love to see what you do with it.
khaotom
khaotom6 Dec 2018, 04:36
Very nice. Difficulty was easy, but perfect for LD as it lets your idea come through.
Jequed
Jequed6 Dec 2018, 05:20
Cool idea for the theme. Took a few tries, but I finally beat the boss. At the beginning, I was choosing to open all the chests because the wounds seemed to have little effect, but after the wounds started piling up is when I knew I needed to skip some chests.
Budark6 Dec 2018, 13:51
Great job man.
pantoufle6 Dec 2018, 17:50
Nice implementation of the theme! The whole game seems balanced (I managed to finish it on the 3rd try). I'm not a big fan of the graphics but I still think this is a great entry! Congrats!
szabe6 Dec 2018, 18:04
Really nice and fleshed out game, with a great mechanic. I liked the writing and progression, although I never felt like the items I've picked up actually mattered. Perhaps some kind of goal would have been nice, because I played the game for like 10-15 minutes, but didn't find anything.
Either way, great job, very impressive game and nice use of the theme.
David Sierra Gonzalez6 Dec 2018, 19:24
I'm missing a lot of feedback but the overall game seems balanced enough and it is fun to play. Reminds me of Binding of Isaac a lot, good job ^^
Sam Dower6 Dec 2018, 21:24
Really nice. Well done
aeveis
aeveis7 Dec 2018, 05:34
The biggest thing for me was the ease of access of the inventory. P is very far away, perhaps having it as e or r. Another thing is just have the player automatically pick up the items after they make a choice, and perhaps just telling the player when they pick it up what it does.

Overall though pretty interesting. I think it happened that when I played it I would collect things that basically negated things I lost, so in the end I just rushed through quickly until I found the exit. I would still collect the chests though just to see what I would get. Since if the game is completely balanced, then the player status would never actually changes - this kind of happens since everything you get feels random, but still interesting to see what is in the chest.

The AI shot much faster than me, but still not too hard to avoid. Could be interesting to see enemies that traded off something big to be really strong in something else. Keep up the good work!
Morris Beardbarian7 Dec 2018, 21:43
There is a little bug, when you open a chest you can hover over your items as if the inventory was up. Nothing else to comment on. The boss battle was not much if you get some powers like the speed and the damage powerups.
Zirrrus
Zirrrus9 Dec 2018, 19:07
Cool, love those hand-drawn graphics! Overall has a nice look to it, well done.
I always chose wounds(since I didn't find a way to regain any health) but honestly it did not seem to impact my character very much...
dwemthy
dwemthy9 Dec 2018, 19:13
Cool game and take on the theme.

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