August 19th-22nd 2011 :: Theme: Escape
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Ryan's Labrynth

by RyanPridgeon - Jam Entry

Misspelled title, I know. Oh well

Phew I'm glad I got this done. This is a dungeon crawler I programmed from scratch in C, using SDL for rendering. Coded my own TGA loader so only SDL is required. Enjoy. :)

For Windows - Just extract the zip and run the EXE to play, no installation needed!
Massive thanks to vede for compiling it for Linux!

Please visit my blog at :)

Gameplay vid;


Downloads and Links




K1NET1K says ...
Aug 23, 2011 @ 1:38am

good that you got a game done is such a short time :) nice work buddy

wbobeirne says ...
Aug 23, 2011 @ 1:45am

Impressive work considering how much you put in to the back end stuff. The game initially felt fun, but as it went on, began to get frustrating. Enemies were placed right outside of doorways, and since there was no damage cooldown, you could be killed in an instant walking through a doorway and not knowing what was behind it. Dying was also really frustrating, because while the graphics were fine, everything kind of looked the same. It was hard to get back to where you were.

If there was more variety, maybe items to pick up or more enemies, it would have been more exciting to continue, to see what was next. Without anything more to find though, I didn't feel a need to finish.

You definitely have something here, you just needed more time for balancing and content.

N0_Named_Guy says ...
Aug 23, 2011 @ 1:50am

As stated on IRC, more speed please =)

RyanPridgeon says ...
Aug 23, 2011 @ 2:02am

Thanks for the comments :) I agree wbobeirne, the last stretch was kind of a rush and there was loads more I planned to do; more distinguishing tiles & level design, more enemy types, checkpoints, etc... but it was quite a rush; I only started yesterday :)
Glad you enjoyed it :)

maxx says ...
Aug 23, 2011 @ 4:12am

I absolutely loved the shooting component you added to the game. Lacks some kind of story. I just wish there was more speed, and that the collision was a displayed circle in the center. Keep developing it, i would play it!

kavs says ...
Aug 23, 2011 @ 4:00pm

I played this this morning, but didn't finish for two reasons.

1) The character moved so slow! It felt like he could be sped up 2 or even 3 times and it'd feel a lot better.
2) No health pickups (that I encountered). Death seemed inevitable after a few minutes in, so it was frustrating to crawl back and forth to the location you died.

The collision felt a bit off, as well. How was the hitbox done? It feels like is isn't pixel perfect and I was hit by shots I felt like I had dodged.

Either way, it ran smoothly and I had fun trudging around while I did. Speed would have helped out immensely here, though. :)

Monastery says ...
Aug 23, 2011 @ 4:23pm

hm, when i start the .exe it tells me "couldnt start .. MSVCR100.dll not found" ...

Shigor says ...
Aug 23, 2011 @ 7:59pm

Collision detection :(
And it got really boring very fast.

Jedi says ...
Aug 24, 2011 @ 8:17am

The scrolling works very well as does the illumination mechanic. A quick fade would've been perfect; Having the blocks pop in and out of vision was a little disorienting but not enough to count it against you.

I think this game really suffered from lack of music, since you're often just exploring and even backtracking.

It's difficult to line up your shots which is frustrating since the enemy can shoot in 360 degrees.

Ultimately, there was just no "hook" to keep me playing.

It was fun for a while, though. I also found the visual theme to be cohesive and generally pleasing.

nuria says ...
Aug 27, 2011 @ 11:05pm

The engine is pretty good, I like how the level renders, not allowing you to see all the screen but little by little. The game could use a strafe button too. Nice skill showcase!

barigorokarl says ...
Aug 29, 2011 @ 3:16pm

Nice, checkpoints would have helped though ;)

jwfrosty says ...
Sep 3, 2011 @ 7:50pm

Really nice engine, and I like the simple graphics. I really really like the field-of-view mechanic, too, where only the areas of the map that you can 'see' are shown. Getting killed was a bit too harsh, as it took a long time to get back to where you were.

Martoon says ...
Sep 11, 2011 @ 5:53pm

I really like this! The real time line of sight stuff is fantastic, and it was fun just watching that as I moved around. The graphics are clean, simple, and attractive. Games where you only fire in the direction you're moving are always a little tough for me. It was made manageable by the slowness of the enemy bullets for a while, but then it got to be a little too much with rooms full of enemies right behind tight corners. That rather punishing difficulty ramp further in, combined with the fact that there was really nothing new to see by continuing, meant I didn't finish the game. But I really enjoyed the time that I played.

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