Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.


Made foy LD37, theme: One room.
~~ DESCRIPTION ~~
Try to survive as much rooms as you can.
If you complete a room, you get some loot to craft better weapons.
If you die, you loose everything.
If you head back to the hub, you will be able to craft things but you will have to restart from room one.
The highest the room number, the better the loot.
Will you try to fight just one more room?
~~ CONTROLS ~~
- WASD to move
- Left mouse click to shoot
- E to open crafting menu in the starting room (only near the crafting table)
~~ FEATURES ~~
- 9 different types of enemies (bosses included)!
- 4 different types of weapons with lots of modifiers!
- crafting!
- you can move youself (amazing)!
BONUS: the death itself may spawn in a dungeon, if it wants to... beware! ;)
~~ MADE BY ~~
- Tommy
- Frenk
- Fabio
- Geco
- Bazza
Have fun and comment with the longest run you did.
Downloads and Links
Ratings
![]() | Coolness | 51% |
#358 | Graphics(Jam) | 3.67 |
#438 | Fun(Jam) | 3.16 |
#447 | Audio(Jam) | 2.88 |
#513 | Mood(Jam) | 3.17 |
#516 | Humor(Jam) | 2.37 |
#520 | Overall(Jam) | 3.24 |
#693 | Innovation(Jam) | 2.60 |
#829 | Theme(Jam) | 2.54 |
Comments
First I found it strange to throw swords (or maybe they are knives...), but then I found it quite an interesting mechanic. The green text that appears when you pick up a chest is really hard to read.
I really liked the combat mechanics. Speed of projectiles, speed of the characters and enemies were well balanced :)
Neat little game. The graphics are beautiful and the background music is charming. However, in the web version the start menu seems to be broken (looks really weird in Firefox).
Good job!
It was really hard.
The art was nice and everything moved at a good speed.
Nice game, here are some tips for the programmers,
1: All colliders feel like they are way to big.
2: the crafting menu does not open apparently (probably some sort of bug).
3: movement felt a bit off, i guess your movement is handelt like so: playerTransform.Translate(Input.getAsis("Horizontal"),0,Input.getAsis("vertical"));
this is good but feels off.
if you hold down up you move 1 unit same for every other direction.
but if you hold down for example Up and Right you move 1 unit up and 1 unit right
A^2 + B^2 = C^2 = 1 + 1 = C^2 = c = sqrt(2) = 1.41...
1 unit /= 1.41 units this way you move 40% faster if you move diagonally. this should not be the case
4: use Input.getAxsisRaw next time.
Really nice graphics and game play! Well done! I'd only wish for a optional key to fire in the direction I'm heading.
The hit boxes definitely felt too big. I'd be getting hit long before anything actually touched my character. This coupled with enemies that run faster than the character, makes for an unnecessarily difficult experience.
Great pixel art. Its a little odd to see the damage numbers appear as floats. I crafted an umbrella, but it then became way too easy. Also, there are ways to get rid of the strange aliasing on the pixel art in unity. I think it was a setting on the material?
The dungeon tiles were very classic Final Fantasy, nice. My weapon was different the first time I tried this than the 2nd, is that correct? First was a red long distance thing, the 2nd a brown short distance sword. Bit too grindy for me, but good idea and nice theme usage.
Great little game, a little tough when you get swarmed by enemies, but I liked it :)
Nice character art and cool concept. But I found the character and his shots waaaay too slow, and the music annoyed me. Good job though.
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Brutally hard to play with trackpad. But hey, it's a full-fledged Gauntlet with crafting!
Also, I like brutally hard games. :D