August 19th-22nd 2011 :: Theme: Escape
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by gigitrix - 48 Hour Competition Entry

You were once a powerful wizard who dedicated your life to fighting evil.
Yet your power could not match that of the MazeMaster, who banished you to his personal realm of mystery. If you can escape through all 50 floors of the Labyrinth the realm will collapse, and the MazeMaster's power will be destroyed.
It won't be easy, especially when death is final...

*50 Floor labyrinth that must be cleared by one character.

* Full RPG progression system: levels, skill points, elemental attack/defence, speed.

* Permadeath: that's right. Make sure to stock up on potions if you want to survive, and you'll have to manage them well!

* All battles are automated, but you get to watch!

* Single world for all players: if we are online and "nearby" I can throw my items on the ground for you!

* New Game +: If (by some magic) you complete all 50 floors, you can restart with a new character and enemies will have 2x health. Do this again for 3x, 4x etc: THERE'S NO STOPPING THE FUN!

* Secret and visible items litter the labyrinth for harvesting: you aren't just looking for the stairs all the time!

Downloads and Links




gigitrix says ...
Aug 22, 2011 @ 2:56am

Please let me know what you think: if there's enough interest, I've plenty of scope for easily extending the core gameplay, adding more enemy/item variety (and therefore maze traversal strategy) and so on.

ratking says ...
Aug 22, 2011 @ 9:00pm

Hmm ... the beginning is tedious (registration with captcha) and the animations of the boxes are just timewasting. It doesn't help that the game hasn't any graphics nor story (calling your red box enemy "red box" doesn't help my imagination). Also, it's kind of sad that the labyrinth really is just a maze. Thinking of roguelikes I'd like to see some more interesting room-corridor-constructs.
As a whole there isn't any reason for me to play the game further. Sorry!

gigitrix says ...
Aug 22, 2011 @ 10:32pm

Yeah I couldn't really figure out how to dump the captcha: it's tied to the authentication library I'm using. Enemies and content really do need a lot of work: the idea was that it would be a resource management thing where you have to try and aim for various goals (other than decending to the next floor) otherwise you'll die. Potions are a primitive form of this but there just wasn't time to implement my ideas! The mazes themselves are too big as well, in hindsight! Also the multiplayer component was going to be fleshed out a bit so it was beneficial to play in groups.

Thanks for the feedback, and if I work on it further I'll hopefully address some of this!

Devenger says ...
Aug 23, 2011 @ 6:01am

I can see this is quite a technical achievement, but between the very limited character advancement options and the zero-interaction combat, there's very little to play for. I suspect it was just a bit too ambitious for 48 hours. That's no reason not to work on it and make it something interesting, though.

gigitrix says ...
Aug 23, 2011 @ 4:44pm

Yeah that's my thinking as well. Bit off a bit more than I could chew really. I would have made it a Jam entry but I was completely mentally drained and as this was my first "go" I figured I'd just release it! It's more of a game engine than a game, really, but I'll probably end up abandoning it as I have other projects (that have much more codebase stability than this, which was bashed out without any thought to design patterns, commenting and maintenance!) Don't understand why the source link isn't visible, I'll fix that.

Aug 23, 2011 @ 9:38pm

I want to play, but I don't want to log in, is there a guest mode?

gigitrix says ...
Aug 23, 2011 @ 9:56pm

@Daniel, Sorry there can't really be, although you can put any bogus email address in. It doesn't send any email, that and the silly Captcha are just part of TankAuth which is what I'm using for the login system. I can remove the email/captcha, but it would have cost precious dev time :D

foobaz says ...
Aug 23, 2011 @ 10:18pm

A bit too much clicking for me. It should have some keyboard shortcuts. Interesting technical achievement as others have mentioned.

@gigitrix: I think you should create a bunch of accounts and post them here so we can try the game more easily. I don't think uninitialized empty accounts would affect the game much.

Mine is
if anyone wants to try. (there doesn't seem to be much difference the (random) starting square and my currently (random) location.

jplur says ...
Aug 24, 2011 @ 4:17am

I can tell a lot of work went into the mechanics of this, but having to reload the map every time i moved a square didn't leave me enough patience. I dig the layout, maybe next time focus on the user's experience.

Rudy says ...
Aug 24, 2011 @ 7:30am

I must join the "impatient" club on this one. Got two potions and killed a hyperactive slime before giving up. This has potential for a dungeon crawler. I suppose technical achievement is what counts here, albeit there's no category for that :`(

Hangedman says ...
Aug 24, 2011 @ 7:09pm

Gotta go along with everyone else. Shows some promise, but keeps a lot of it hidden away. I'd love to see it with some graphical work and some more variety and design. Clicking is ok, but it can get tedious, some basic actions could probably use simple automation or implement more keyboard controls, etc. A good achievement, most definitely, but unfinished. Keep at it!

Codexus says ...
Aug 27, 2011 @ 7:46am

Guest mode please

KevinWorkman says ...
Aug 28, 2011 @ 3:26pm

Yeah, I have to say that forcing players to register and login probably scared a lot of people away from this one. Setting up a guest account would have gone a long way to fix that.

Jhelle says ...
Sep 1, 2011 @ 8:35pm

Darnit, would've loved to try your entry but can't get passed the captha. Have tried over 15 times but no dice :(

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