You have been exiled from the kingdom for terrible misdeeds, stripped of your possessions and your honour. To regain what has been lost, you must battle your way through the dungeons of Gloomnor, filled with dangerous monsters. Within you may find secrets of redemption and new treasures, in the quest to regain your honour and your place in the kingdom.
Use WASD to move. Spacebar to swing your sword (if you find it). ESC to pause and access the menu. Step forward to continue!
All the components here for a nice little action adventure game. The movement was responsive and I liked the weird enemies :laughing:
I don't know if there's a way to complete the game. I tried running around the map but couldn't find any specific exit. I like the way damage is visualised on the body of your player. With some textures I think that would look very cool and is a neat addition. Is there a way to jump? That might also help with the spikes!
I did notice that sometimes, when I re-entered a room from the far side, having gone through it once - that the enemies wouldn't always spawn.
And just to check, in the screenshot on this page there is intro text - that didn't appear in the version I played. Maybe it was just added for the image :thumbsup:
@rillep & @kazatan Hey, thanks for trying out my game! There was supposed to be a win condition for getting outside into the green grassy area. Right now the HP text changes to say "You Win" but that obviously wasn't a very good way to indicate the end of the game. I wanted to improve that but ran out of time while touching up other features. I had planned to add some more power ups (like jumping or other abilities) but had to cut that all out of the project for now. I had a lot of fun inventing the crazy monsters, especially the spinning "Fisher-Mole" haha
I like how you start off defenseless and having to avoid the monsters, but once you find the sword you get to go back and show them who's boss. In that way, it reminds me of the first Prince of Persia game.
There's clearly a lot of space for polish and improvements, but the core of this game is good. The controls are responsive, and the combat is simple but intuitive. Even the music gives a solid sense of urgency to the game and makes it feel fast-paced.
The real star is the level design. Exploring the dungeon is fun, and exiting from the cramped, twisting tunnels onto a wide green field gives a great sense of accomplishment, even if there's no flashing "YOU WIN!" text.
Held space, became berserker. Good variety of enemies. I always appreciate seeing damage reflected on the character, not just in a health bar. Well done.
I'm on a high DPI display and I didn't even notice there was health text until I read this. It's teeny tiny! "Won" by reaching the grass on my second try. Fell off, tried one more time, decided I'd seen everything and came here to verify.
It's a nice start of a little dungeon crawler. More please!
oh, i won apparently, hooray! I really loved your enemy models, they were so unique! I had a really hard time hitting those rolling bird things though. Congrats on getting a game done in time, good job :)
I recorded some gameplay footage for a video I'll be posting on youtube tomorrow, I'll update this comment with a link when it goes live.
I love the sprinting speed. Fighting felt good, but I didn't figure out how to attack the flying enemy, it didn't attack me I didn't attack it we just became friends after a while. I decided to call him Carmellio. I killed all enemies, jumped out of the green area just to fall forever, died many times on those spikes because I just wanted to cross them and I didn't know how to jump. In the end it was just me and Carmellio stuck in that dungeon that refused to let me out or lead anywhere else. Is there even a way to escape? The level design was a bit off, I guess you were trying to build a labyrinth there. Also, after a few minutes I had to mute my machine for the music was driving me crazy. Fun experience nevertheless, good job.
The Windows build contains another copy of the build inside :D
This said... I think I beat the level but not really :sweat_smile: I reached the grass area, but since I didn't get any message and could still move I just kept going and entered an adjacent corridor with death spikes. As we say around here, "curiosity killed the cat".
The music loop fit well with the game, but became repetitive fast.
The combat reminded me of Roblox and was pretty satisfying. I would've liked to see fundamental features like auto-restarting on death, dying when you fall off the map, and a clear end point. I personally couldn't see the healthbar (2736x1824 display) and that hurt the experience quite a bit. Some of the drop shadows were so dark that they appeared like tangible objects.
Classic starting with no weapons, always a good time! I also couldn't figure out when I had won, and the music got pretty repetitive, but I understand that's pretty low priority with the crazy time limits. Great submission!
Pretty fun, but a little too weird for my tastes personally, as silly as the crazy rotating ostradiges on rocks are they seem out of place with a dungeon of slimes and bees. My feedback would be make every enemy a crazy weird one or make them all "normal" but don't go halfway! Great work
Suprisingly this game had better controlls and character feel than other more polished games. Next step to improvement would be better graphics, some animations and sounds to indicate interactions. Good job!
The MacOS executable is in Build/LD45.app
The Windows executable is in Build/LD45/LD45/LD_JAM_45.exe
:smile: