Morbid adventurer by PancakeFriday

[raw]
made by PancakeFriday for LD 43 (COMPO)

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.

DeepinScreenshot<em>love</em>20181204090854.png DeepinScreenshot<em>love</em>20181204091017.png DeepinScreenshot<em>love</em>20181204091233.png

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🗨️

Feedback

wsKilljoy
03. Dec 2018 · 13:15 UTC
Lots of fun!
🎤 PancakeFriday
03. Dec 2018 · 16:42 UTC
Hey thanks a lot!

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
shubart
04. Dec 2018 · 11:45 UTC
Sorry. I cannot play the game. You can only download the .exe, but not the required DLL
🎤 PancakeFriday
04. Dec 2018 · 12:13 UTC
@shubart, thanks for the feedback, I think I fixed it.
shubart
04. Dec 2018 · 12:18 UTC
still some issues :)

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'
🎤 PancakeFriday
04. Dec 2018 · 12:37 UTC
I should've been more thorough in my testing. I have tested the application on a windows system now and have fixed the issue. Sorry for the inconvenience @shubart.
Syrapt0r
04. Dec 2018 · 12:58 UTC
The game looks very promising and the little I played was very solid and fun. The art is really good and the soundtrack fits the game well. However, the game keeps crashing ~30 seconds in with this error:

![crash.png](///raw/513/z/1ead6.png)

If you manage to fix the error, please mention me in a comment, I'd love to see the rest of the game!
Serious07
04. Dec 2018 · 13:03 UTC
I'm got an error

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'
🎤 PancakeFriday
04. Dec 2018 · 13:09 UTC
@syrapt0r, @serious07: I fixed it. Really sorry for all the trouble. You do not have to redownload the files as it was an issue on the server side.
Syrapt0r
04. Dec 2018 · 13:24 UTC
Played it again, it worked this time. This might be the best implementation of the theme I've seen so far, having to sacrifice yourself for other players. I already mentioned the art and the music, the battle mechanics take a while to get used to but feel very solid once you get the hang of them. One thing I'd like to see would be different enemies but that's a minor thing. Amazing work!
🎤 PancakeFriday
04. Dec 2018 · 13:54 UTC
Hey thanks, for coming back :D
Yes, I wanted to have at least another two enemies on the game, but time ran out.
Glad you liked it!
Erasmus Crowley
04. Dec 2018 · 17:59 UTC
Really interesting idea.

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.
XCVZXC
04. Dec 2018 · 18:14 UTC
Zelda-like gameplay and colorgul graphics is all to got me :) Great work!
🎤 PancakeFriday
04. Dec 2018 · 18:19 UTC
@erasmus-crowley, thanks for the feedback, I understand your points and they are valid. The reason why some rooms are empty, is because some other player before you had already cleared the room. Initially, the idea was to have a real permadeath, meaning that every player can only play once and then never again. However, I'm sure this would've annoyed a lot of people, so I didn't include it. However, by not doing that, I allowed player to "kamikaze" the doors (though I didn't initially think this is how people would play).

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.
Hamsters Actually
04. Dec 2018 · 18:22 UTC
Game kept crashing :0
kloscunha
04. Dec 2018 · 18:44 UTC
I don't usually play multiplayer games, but this is a concept I can really get behind. Playing a dungeon explored by many, in hopes of being the first to find the secret treasure, that's a great concept. COngrats!
🎤 PancakeFriday
04. Dec 2018 · 19:08 UTC
Any error messages @hamsters-actually ?
tanis
05. Dec 2018 · 00:39 UTC
The idea of having players sacrifice to help others is awesome! And very nice job putting together a multiplayer game in such a small time. Good job!
rumor
05. Dec 2018 · 01:25 UTC
@pancakefriday, can you help me with an issue I'm having? I'm intrigued by the concept and I've tried to play several times, but every time I reach a self-sacrifice door I get stuck writing my epitaph. I simply can't click on "send" and no button presses seem to do the trick either. For reference, I've tried in both the Win64 and Win32 builds.
MyFriendTames
05. Dec 2018 · 05:20 UTC
What a wonderful game!!!!! :smiley: :open_hands:

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:
🎤 PancakeFriday
05. Dec 2018 · 08:45 UTC
Hey @rumor! Yes I have noticed that bug as well and I didn't know what was wrong. What should happen, is the player sending the death note to the server (which works) and server replying, that it was received. When the player gets the reply, the game should close. That usually works, if you hit send and wait 30 seconds, but I have no better fix (and it annoys me as well :p). Here's what you can do: hit send, wait 5 seconds and manually close the game. You can of course try again then (just open the game back up).

This bug is a bit annoying...
🎤 PancakeFriday
05. Dec 2018 · 08:50 UTC
@myfriendtames, what end do you mean? Noone got to the end as of yet.
leorean
05. Dec 2018 · 09:21 UTC
The concept is genious! :heart_eyes: I really felt connected to everyone & doing my part in helping to solve the dungeon!
tomonaku
05. Dec 2018 · 09:23 UTC
Saw your post and thought id come play. Really awesome idea. Shame i suck :joy: Not sure if i'm allowed to play again but i'll try again later :D
Berkin
05. Dec 2018 · 09:24 UTC
I played game once, i died and a message screen popped up. I wrote my message but "Send" button didn't work, or game frozen i don't know. I closed game and opened again and i was in this room:

![Untitled.jpg](///raw/94c/c/z/1f042.jpg)

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.
🎤 PancakeFriday
05. Dec 2018 · 09:34 UTC
Haha thanks for coming around, though that was not the intention of the post :D
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.
Rolly
05. Dec 2018 · 09:48 UTC
Great interpretation of the theme. I don't know how huge the map is, but maybe only lose one heart instead of insta death? Is there an end to the game? With some kind of reward for the one who gets there? Please tell me when it's reached :p

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!
🎤 PancakeFriday
05. Dec 2018 · 09:56 UTC
Thanks @rolly, I'll return the favor. I might've forgotten to set the repeat flag on the music. I like the idea of losing one heart, though insta-death is of course more dramatic. I wasn't quite sure if the map is too big. Of course, when you die further into the map, a big part of the game is just walking back there, so that can be annoying for some people.
Norfma
05. Dec 2018 · 09:57 UTC
Hey there, saw you were looking for some constructive criticism, so I only played once so far, I'm waiting for my turn to play again. The things I've noticed so far. The music doesn't loop and stops after like a minute, which really isn't too bad because it's just 10 notes mashed together, I'm fully aware we're not all professional musicians but maybe next time try making it a bit more complex in order to not have this repetitive feel to it.

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!
Rolly
05. Dec 2018 · 10:01 UTC
@pancakefriday that's true, but then that means that the time actually played will be shorter and shorter compared to the time spent wandering around. Yet it's exciting to find dead corpses and read their notes :D
Norfma
05. Dec 2018 · 10:03 UTC
Alright, done, I went back to the place I had died last time and it seems the adventurer that explored in between my runs decided to go elsewhere, I explored a new room and finally met some of your monsters. The combat gameplay is simple yet effective, it's just a tad hard because the way the monsters "bounce" of the wall is a bit unpredictable.

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.
🎤 PancakeFriday
05. Dec 2018 · 10:15 UTC
Hey @norfma, thanks for the feedback, I appreciate it (I'll get to the games of all the commenters as soon as I have the time!).

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)
triplefox
05. Dec 2018 · 10:23 UTC
As a latecomer player I feel like I am not seeing the best the game has to offer. The map doesn't really tell me enough about the state of doors or where enemies might still be, and while I did win a few battles and encountered doors that might be openable, it wasn't giving me an option to sacrifice myself on the one I wanted to open, so I ended up just quitting altogether instead. But I did like going around and reading the notes.

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.
🎤 PancakeFriday
05. Dec 2018 · 10:34 UTC
Interesting, @triplefox, I should check these games out. You are quite right and I'll probably lower the maps size on the next play through, but since it is almost finished I'll leave it for now. Displaying the doors on the maps would've been a good idea, I should've thought of that!
ragtagradical
05. Dec 2018 · 11:27 UTC
really cool concept! I also had the same issue as @triplefox . I found myself wandering around empty hallways reading death messages, which was amusing. You could probably respawn enemies and make the game about pushing forward to unlock doors. Maybe players could unlock portals to let their successors move ahead further.

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.
🎤 PancakeFriday
05. Dec 2018 · 11:45 UTC
@ragtagradical, thanks for the feedback. Portals are a great idea, everyone in here has been really helpful. I'll have to check out your game later today, sounds like it's interesting!
icxon
05. Dec 2018 · 11:52 UTC
As I said in your post - I keep pressing ‘send’ in a message in game, but the dialog is not reacting.
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
🎤 PancakeFriday
05. Dec 2018 · 12:05 UTC
Wow, @icxon, I'm impressed with your patience, it means a lot to me that you took that much time. I don't understand, why the doors don't open and that must've been really frustrating. I'm really sorry about that. I haven't gotten around to fixing the sending bug, but it might probably include restarting the server, which I'll only do once the game has been cleared. But thank you so much for playing!
Edit: the video is really amazing!
ToonTeamJ
05. Dec 2018 · 15:13 UTC
Interesting.

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.
🎤 PancakeFriday
05. Dec 2018 · 17:46 UTC
I wanna say I have fixed the bug, where the send button doesn't work and the bug, where doors wouldn't unlock. I really hope it works this time...
icxon
05. Dec 2018 · 21:28 UTC
![2018-12-05 13_27_41-LD43 - client.png](///raw/2e1/z/1f266.png)

The both doors on start are closed now. With no any message provided. Do I need to reset the cache or something? :smirk:
🎤 PancakeFriday
05. Dec 2018 · 22:17 UTC
Hey @icxon, did you redownload the client? Thank you so much for your patience :)
rumor
05. Dec 2018 · 23:58 UTC
I just realized I forgot to turn on notifications, glad I came back to check in on this again! Letting the client run for 30-ish seconds after submitting seems to do the trick, and I played around a bit more. I honestly think this is my favorite game of the jam. The actual gameplay is a little shallow and I wish there was more to do than kill the occasional mob and hurl myself at doors, but I'm sure you know all that and did what you could in the time you had. The fact that you managed to pull off such a cool concept at all is amazing, and I'd love to play a more fully-realized version down the line. Even now it's a blast writing fun messages and just seeing the world expand as other people take their turns. Great job @pancakefriday. Honestly.
🎤 PancakeFriday
06. Dec 2018 · 06:56 UTC
Wow, thank you so much @rumor. I really wasn't sure if I wanted to participate this LD, but I'm glad I did. It really feels great to be a part of such a generous community.
jandourek
06. Dec 2018 · 20:13 UTC
Amazing game! The concept was simple but fit with the theme really well. I also liked the letter mechanic as it made for some really funny moments! Audio and graphics were pretty good and fit well together. To be honest I don't have problems with this game except maybe that I'd love a bit more variation in the enemies and traps. I'm surprised you pulled something like this off in just 48 hours and managed to make it engaging! :)
SecretPocketCat
08. Dec 2018 · 21:29 UTC
This's lovely and an excellent take on the theme, probably the best one I've seen so far. I especially like the death message system and the humour that brings in.

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.