Into the hell by wallie
Hi everyone! This is my first game made by my own and also my first Ludum Dare! I was trying to keep it simple, so I've decided to use something card based for my first game.
So..... I'd like to introduce "Into the hell"!. Rogue-like (but not to much like ;) ) card base game.
I used Unity3D, with pixilart (https://www.pixilart.com/draw) for graphics and beepbox for music. Music is 100% mine, but some graphics are based on others from internet.
Whole game-play is simple. Moving and fighting is turn base (as in board/card games). Use WSAD or arrow to move around. There is an interactive console where you can follow changes from game (attacks/damages/bonuses etc). During fight you can chose next step from 3 options: attack, block and run away. Every level is procedural generated. On some levels you can encounter stronger enemies - but they give you extra bonuses after fight. Every flipped card and fight give you exp. After some amount this will change into bonuses! From the console menu you can go back to first level without losing bonuses - this is some kind of NewGame+ version which can really helps prepare your player for stronger enemies.
Fight with enemies, collect bonuses, go far down as you can and have fun! Every feedback is more than welcome :)
If rogue-like can be a board/card game that is one of the way how that could works.
Small gameplay:

Take care!:) Wallie
Ratings
| Overall | 1067th | 2.875⭐ | 22🧑⚖️ |
| Fun | 936th | 2.875⭐ | 22🧑⚖️ |
| Innovation | 1177th | 2.2⭐ | 22🧑⚖️ |
| Theme | 1059th | 2.8⭐ | 22🧑⚖️ |
| Graphics | 1036th | 2.425⭐ | 22🧑⚖️ |
| Audio | 680th | 2.675⭐ | 22🧑⚖️ |
| Mood | 841th | 2.972⭐ | 20🧑⚖️ |
| Given | 13🗳️ | 10🗨️ |
My idea was to create a grid by cards. Let say at you have a deck with enemies, floors, upgrades etc and at the beginig of a level you place them on table. What is in the deck depends on the level. So (for example) after first 5 there are new enemies and every 10 levels there are some bosses. That is exacly what is going on there.
I'm not a graphic, and because the lack of time i did not do a great job to show grid elements as cards, as was planed.
This game is cool, love the idea behind it. This is a nice and easy game to pick up and start playing, I didn't have an issue with any of the controls or rules. It wasn't until later that I realised there's no disadvantage to not picking up health/hearts (I thought it filled you back up to full, so I would leave them until I cleared out some enemies) but it actually gives you more health on top of what you have. (I think it's because I assume health potions in games just refill life and don't usually give you additional life)
There's also quite a few typos in the text, like "healt", "whant" and "attacknig". This might count as being nitpicky since it doesn't actually take away anything from the core game (I also didn't notice the typos on my first run of the game), but might be cool to proof read text in your game if you have the time for it.
One nitpick I have is it would be nicer if the game music length was longer before it looped, it's just a bit too repetitive imo.
Hope this feedback is useful in some way or another
It was a bit hard to distinguish what was a good strategy - having all of the tiles be obscured also meant that there were less interesting decisions to make in regards to movement.
I"m not sure how innovative the idea is. Its basically a visual version of zork that helps you track the information better. What might have worked is to have all the movement be text based. Moving North, South, East and West. and interacting with the text on the side. Having a way to ping to get the health stats would have also been nice instead of having them constant on the side. You may see int he stream that I figured out that when I saw a monster I'd rapidly hit 1 enter 1 enter until I could move. I wasn't reading the text and it just made a new way to do combat by spamming an unusual button combination.
Your game also reminded me of Diablo and other explorations. However it was hard to read the RPG stats on the side. I didn't notice them for most of my play-through, and missed out on gaining experience because I didn't explore a floor fully. If you do keep the stats on the side panel, I would suggest improving the font and background color contrast so that it is more obvious how the stats are changing.
You are awesome!
LD also :D