Morbid adventurer by PancakeFriday
You have found yourself on a quest to find a hidden treasure inside a dungeon! However, the dungeon seeks your sacrifice and so only one true hero make its way to the end.
This is a small roguelike, where you discover a dungeon as a community. Only one player is permitted to play the dungeon at a time and you will have to wait your turn. Controls: - Arrow keys: Movement - Spacebar: Attack - M-key: Toggle map
Don't forget to write your message upon your death. Also: A working network connection is required to play this game.
Mac users can download love2d from the website and use it to run the love file. Linux users should do the same.

Ratings
| Overall | 146th | 3.64⭐ | 27🧑⚖️ |
| Fun | 274th | 3.173⭐ | 28🧑⚖️ |
| Innovation | 33th | 3.94⭐ | 27🧑⚖️ |
| Theme | 4th | 4.458⭐ | 26🧑⚖️ |
| Graphics | 325th | 3.08⭐ | 27🧑⚖️ |
| Audio | 278th | 2.891⭐ | 25🧑⚖️ |
| Humor | 175th | 3.021⭐ | 26🧑⚖️ |
| Mood | 291th | 3.042⭐ | 26🧑⚖️ |
| Given | 16🗳️ | 23🗨️ |
Edit: I just came home and the commenter above me might not have known (since I didn't add a description as of yet), but in this game you will connect to my server and play there. Well, he didn't play it. I'm not saying this to tell all of you, that I can snoop on you when you play this game (as a matter of fact, I'm not even logging IP addresses, I just know what the output looked like, when I tested it and it was the same when I came home). The way this game works really requires one to play on the server and I welcome all of you to enjoy the experience. However, I dislike how this person randomly rates a game in order to increase his chances of getting rate (is at least what I'm assuming is happening). Furthermore, I'd like to get sincere ratings of my game, even if people decide it's not good.
Cheers
Error
main.lua:9: module 'sock' not found:
no field package.preload['sock']
no 'sock' in LOVE game directories.
no file 'sock' in LOVE paths.
no file '.\sock.lua'
no file 'C:\Users\s.hubart\Desktop\TestLudum\morbidadventurer_32_win\morbidadventurer_32_win\lua\sock.lua'
no file 'C:\Users\s.hubart\Desktop\TestLudum\morbidadventurer_32_win\morbidadventurer_32_win\lua\sock\init.lua'
no file 'lib/sock.lua'
no file 'lib/sock/init.lua'
no file 'lib/sock/main.lua'
no file '.\sock.dll'
no file 'C:\Users\s.hubart\Desktop\TestLudum\morbidadventurer_32_win\morbidadventurer_32_win\sock.dll'
no file 'C:\Users\s.hubart\Desktop\TestLudum\morbidadventurer_32_win\morbidadventurer_32_win\loadall.dll'
Traceback
[C]: in function 'require'
main.lua:9: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
[C]: in function 'xpcall'

If you manage to fix the error, please mention me in a comment, I'd love to see the rest of the game!
Error
lobby.lua:37: attempt to perform arithmetic on field 'x' (a nil value)
Traceback
lobby.lua:37: in function 'trigger'
lib/sock.lua:222: in function 'trigger'
lib/sock.lua:851: in function '_activateTriggers'
lib/sock.lua:733: in function 'update'
main.lua:50: in function 'update'
[C]: in function 'xpcall'
Yes, I wanted to have at least another two enemies on the game, but time ran out.
Glad you liked it!
I'm glad this got made, because it's really intriguing, but it feels like it needs something to make it more fun between unlocking the doors.
As it is, I just kept kamikaze-ing at the doors and didn't get to do much else. I fought a handful of enemies, but it was inconsistent if I would have to fight or not on any specific run. This was compounded by the long, empty hallways (often with multiple locked doors at the end). I became essentially a door-seeking missile. :)
Maybe not the most helpful criticism, because I don't have any particular suggestions to how to fill that void, but that was the feeling that I got while playing.
You are right though, there needs to be something that keeps the player occupied even when he's just running around.
Maybe I should have done the permadeath, but also had a way to open the doors without sacrificing yourself? I agree, that there is something lacking, but I can't think what that could be.
Your game idea is very cool, I really like it!
The game art is really nice! :thumbsup:
I love it!!!!
I must say that I was surprised with the end :smile:
Very good job! :v:
This bug is a bit annoying...

Does someone have to sacrifice himself to get me out or did i missed how to exit :smile:
I loved your game btw, graphics are cute and i loved the music.
Okay a couple of people have complained about the send button, I'm going to fix it.
@berkin, you got it pretty much. If you see the screen, that means someone else is currently playing and you have to wait.
At some point, the music stopped (I was in front of a door, but didn't get too close to it ; I wanted to check all the paths first), too bad cause it was cute.
Good job on this one!
I also haven't come across any monsters, I just wandered around empty rooms that were already explored until I came across a door I had to sacrifice myself to open, I suppose this isn't the way the game is intended to feel like and I was unlucky. Another little detail is that when you spam the space bar, the attack sound just plays non stop while you only attack every so often, maybe you should have included the sound in your attack method so it only plays when you dash. Aaaand I can finally play again, I'll post another comment if I have anything to add, cheers!
I love the idea of exploring a dungeon using a map other people worked for and helping a common goal and I love the way you can leave messages to people (although I hope you can fix the send button soon because it's a pain to get it to work).
Overall, it's a good experience and I am fully aware that 48 hours is a short time to come with anything more than what you provided. I love the idea behind the game and that is what is truly important when it comes to game jam and the creativity involved.
Yes, I wasn't quite happy with the soundtrack as well, though it was the result of not having enough time. No excuses though, I don't like it either as it is ;)
The map is almost fully explored now, so I'll leave it as of now. But I think I'll reduce the size in the next run. It's a tricky thing to tweak, which probably can only be achieved through playtesting. (<- @rolly :D)
I like the idea of something Souls-like/Zelda-like that engages with the succession gameplay more directly. Succession roguelikes are a thing and I recently sunk a lot of time into one of them, *Dungeonmans*. And games like *Curiosity: What's Inside the Cube?* demonstrate that you don't need to have very much going on in the game's scenario to make people experience "collaboration" on a thing.
I also made an async multiplayer game, so it's cool to see others taking on the concept. There's a fascinating quality in interacting with other players without actually seeing them.
This is still true. And some rooms are not available due to closed doors.
I wish the labyrinth would be much more larger for this type of a gameplay.
Impressive work overall considering client-server interation and 48 hours. :smiley:
Here is the whole video of my journey:
https://youtu.be/V5N262ZiAc4
Edit: the video is really amazing!
I had a few problems with the game. Namely, whenever I died I had to write a letter, but it wouldn't send. Restarting the program only seemed to erase my progress.
Are we really connecting to a server? That's pretty cool, although I'm not sure if I was able to connect properly.
I think that the idea might work if we didn't have to walk so far each time. It's a little tedious.
Maybe have a few checkpoints?
Overall it was neat, and if the bugs were worked out it could do well.
The both doors on start are closed now. With no any message provided. Do I need to reset the cache or something? :smirk:
I'd have loved to see more in the map, unlocked doors to be more precise.
I quite like the dash-based attack, but not so much the enemies. I'd have preferred if there were more of them, but they'd move in a predictable path. Obivously, a greater enemy variaty would be nice, but I assume that's due to time constraints.
Last and pretty much least, empty death messages could be removed.