You are a wizard who has entered the dungeon to add to your magic orb collection. In your greedy haste you fall through a pitfall trap! The Golem guarding the dungeon activates. How long can you delay the inevitable?
Cool game! I got a Celeste-like feel from it almost: "how is this area possible??" -> "ohh I get it" -> breeze through it in future attempts.
The movement seemed a little slow, though that could have just been lag in the web version (possibly the lights, which can be a performance hog -- an option to disable them could help).
Its quite a hard game and the inputs are a bit glitchy at times (namely the doors) but some gameplay mechanics like the doors and the shooting are a cool twist on the classic pacman style games!
I lasted 30 seconds at my best I thought that was pretty good xD. I actually liked the game a lot though. It stressed me out in the best of ways, simple mechanics but had everything it needed!
Thanks for the rating man! Your game is great too. This game packs a lot of actions! And I like the dynamic lighting and the random door state. Pretty fun level design too. And also about my game there is a bug in HTML version. You can try the download PC version if you are still interested.
Good use of pathfinding! The truth is that it is interesting to learn the AI of video games. For the rest, the game is fun, perhaps it lacks a little more originality. Nice game!
I like this a lot. Solid AI makes it challenging and it takes time and repeat runs to work out a strategy whilst looking ahead. Nice visuals and eerie soundtrack set the danger tone well - and a good use of the theme with the relentless Golem 😅 Good game.
Hey, I enjoyed this one a lot! The pathfinding of the enemy was snappy, and you fit the theme perfectly in that no obstacle in the game can be permanently overcome. I think some of the visual conveying of information could have been cleaner. When you open a door, the cooldown bar appears right where the door was, which made me think it hadn't opened the first few attempts. And as far as I could tell you just had to remember if you had an orb or not. If you expand the game post-jam, maybe you could have the character visually hold the orb or something? These are both minor issues though, and the solid mechanics and game-loop more than make up for it. Nice job guys.
Comments16
The movement seemed a little slow, though that could have just been lag in the web version (possibly the lights, which can be a performance hog -- an option to disable them could help).
Great work!
Great job!
The pathfinding of the enemy was snappy, and you fit the theme perfectly in that no obstacle in the game can be permanently overcome.
I think some of the visual conveying of information could have been cleaner. When you open a door, the cooldown bar appears right where the door was, which made me think it hadn't opened the first few attempts. And as far as I could tell you just had to remember if you had an orb or not. If you expand the game post-jam, maybe you could have the character visually hold the orb or something? These are both minor issues though, and the solid mechanics and game-loop more than make up for it. Nice job guys.