The Akolythe and the Amulet of Andhor by zondarg


Welcome to the Akolythe and the Amulet of Andhor! Guide the Akolythe (essentially a newbie mage) through a dangerous dungeon in this pixel-artish retro dungeon crawler. Retrive the long lost amulet of Andhor and gain the respect of your thaumatic order. Use your magic wisely, because it draws from your life.
Control with cursor keys, SPACE to attack with your staff, "C" to cast a fireball to the left or to the right.
Everything done, drawn, sampled, written during these 48hours using the wonderful Godot engine, Pyxel Edit, Audacity, OpenMPT, Gimp and BFXR. :smile:
Dropbox Link (win32): https://www.dropbox.com/s/ffcks6a9bk9zmk3/theakolytheld44win32v1_0.zip?dl=0
Dropbox Godot Project Source: https://www.dropbox.com/s/cj4km3elbec208l/theakolytheld44gdprojectv1_0.zip?dl=0
Update (05/03): HTML5 build finally set up at itch.io, added below. But still the executable runs smoother.
Ratings
| Given | 44🗳️ | 42🗨️ |
Great effort on the intro, sound and mood. Then a bit of a twist to the standard formula (pay with health to cast spells), and somewhat hard controls. The player then memorizes the game for the next life until he can beat it in minutes.
The staff attack is incredibly weak, thus tempting one to use the spell. I guess it fits the theme? I still think the staff should be longer.
Since there is a score and treasure to increase the score. Maybe there could be more emphasis on it?
Something that could be tweaked is the hit detection on the player, I struggled with walking underneath traps because the collision seemed to be the whole sprite, not just the area around the feet.
Really liked the art and music too, good job!
* I felt like the environment was too similar throughout, which made navigation pretty tricky. Maybe different areas could have different colored walls or something. Maybe add some skeletons or unique props to help the player build a mental image of the location.
* The traps on the floor have too large of a bounding box, and it's not clear how close you can be before its triggered. Maybe make the box a bit smaller so people just trying to skim by don't get shanked.
* The music during gameplay seemed very short and it was pretty repetitive. I didn't pay too much attention to it though while I was playing.
* Since the bats are on a sine pattern, it's hard to know how to position the player to attack them.
You managed to do a lot in the time you were given. Great work! Also, I suggest releasing MacOS and Linux binaries with your games in the future too if you can. Since you provided the source I was able to play it on my Linux desktop just fine. Hope you have a wonderful day! :thumbsup_tone1:
I didn't notice any glaring bugs and you covered pretty much everything you needed.
Your graphics are nice but not awesome yet. Your game is good but I'm not sure that there is something more that you can give to players due to this project. I think you should go and start a new project. I think you can create really intresting things.
Also execuse me but I can't see currency in your game. Only "your life is mana".
But It was intresting timespending. Thank you.
@phobos001 : Yes, I also thought about more variation in the environment but time ran out. I also decided not to artificially grow the maze (which would have been easy) but leave it rather small to avoid senseless repetitions without more content. And the bounding box is too large, correct, need to fix that.
@mironx : I tried to go for some pixel art/80s style, both in graphics and gameplay, and see what I could accomplish in the short time.
@pincushion : Another idea was to use the score as experience points and to advance in strength and magic attack capabilities but that was sacrificed to time constraints then.
@retti01 : There should be more monsters where you need the fireball to win, agreed.
(And I am still trying to play most of your games in return. :grin:)
The colliders were tough to deal with but I found it added to that 80's quirky mechanics feeling.
I literally made it out of the dungeon with 1 HP left! I was super scared I was going to walk into a trap or meet some bat I'd managed to skip. It is a rare sight to see an actual victory screen as well! Good job with this.
I liked the tradeoff between using the risky staff attack vs. using the fireball. However, I found that sometimes I was able to attack the bats with the staff without losing life, and other times I would get hit quite often, and I couldn't really tell the difference between those cases. As others have noted, a little more bounding box feedback would really help your mechanics shine!
I liked the graphics and music quite a bit; they definitely fit that retro vibe.
I always try to provide a little constructive criticism where I can, so I'll mention that the combat was a little bit tough with the staff. I think making it short definitely added temptation to use the spells, but perhaps it was a little too short to be feasible without hitting the enemies a lot. It also would've been kinda cool to see a couple enemies added in for the final return trip. (Or just make the exit door conveniently close to the amulet, of course)
Don't let that take away from my praise for the game; it was a fun one! Thanks for a good entry.
I had to play it twice to get to the end. At first I didn't get where I need to go so I just spent all my life on fireballs.
Anyways, I found out that sometimes the fireball does not kill an enemy even though it touches it. Some kind of bug.
But all in all, sweet little game with suspense music. The walking sound is funny, sounds like the wizard's going around in flip-flops. :)
Well done. Keep up the good work.