Cultist's Quest by James Dunlap
Description
Many years ago, the Dark Lord Balthazar was imprisoned in an alternate dimension by the great mage Yendor. The magic used was contained within an amulet that has been lost in antiquity - until now.
You are a practicing blood mage who draws power from Balthazar through the performance of human sacrifice. Your greatest desire is to free your master from his prison. You have discovered the location of the Amulet of Yendor and now descend into the depths of Balthazar's fortress where the amulet has remained since its use to imprison him. You have collected some sacrifices to take into the pit with you. Recover it and return to release your Great Master from his prison.
Maybe he will be eternally grateful...
Notes
The game is what you would typically expect from a rogue-like. However, due to the time limit, there is only one spell and no additional weapons or armor. You will get hungry and need food and potions are randomized each playthrough, so keep track!
Unfortunately, we did not have enough time to add sound effects.
Theme
As usual, we hated the theme when it was first announced, but we quickly came up with the idea for this game. The game is full of sacrifices, and we had to make many to create it!
First, inventory space is limited, and you cannot drop anything! So, choose carefully what you pick up. Second, while you are not limited on how many sacrifices you can have with you, you will harm them if you step on them, so, again, choose wisely. Finally, you have the obvious use of sacrifices at altars to add mana.
Areas of responsibility
James: All coding
Anthony: Graphics
Cameron: Graphics and Music
Tools Used
Unity 2018.2.3f1 (I was having a lot of issues with the most recent version for some reason)
GIMP
Bosca Ceoil
WebGL
We usually provide a WebGL version of our entry. However, this time around, we have not yet as it would require some refactoring since we use multi-threading to generate the levels and that cannot be done with a WebGL build. We may provide one after submission if we can find the time.
Thanks for playing and rating!
We hope you enjoy our entry to our sixth consecutive Ludum Dare as much as we enjoyed making it, and we look forward to LD44 (after a well deserved break, of course.)


Ratings
| Overall | 871th | 2.964⭐ | 30🧑⚖️ |
| Fun | 978th | 2.446⭐ | 30🧑⚖️ |
| Innovation | 993th | 2.362⭐ | 31🧑⚖️ |
| Theme | 720th | 3.155⭐ | 31🧑⚖️ |
| Graphics | 783th | 2.966⭐ | 31🧑⚖️ |
| Audio | 623th | 2.407⭐ | 29🧑⚖️ |
| Mood | 791th | 2.923⭐ | 28🧑⚖️ |
| Given | 28🗳️ | 32🗨️ |
@ehwalt-johann Thanks for the feedback. We wanted to connect to the theme in a way that was essential to gameplay rather than just layering it on top of another idea. I hope we succeeded, but the players will be the best judge of that.
So many memories...
A few things that bothered me though:
1) The player movement was *very* slow, especially compared to how big the dungeons are. Sometimes getting from a key back to a locked door would take a very long time and could get pretty frustrating.
2) I think it would feel a lot less janky if the player movement was continuous instead of jumping from tile to tile (you can still have players snap to a tile when they let go, but it would just make the animation look more fluid when you're moving around).
3) Controls were not very intuitive, so would be nice to have a way to get a reminder after you start the game. I played for a while and completely forgot there's a key for "sacrifice", and saw it only after I restarted the game again.
Anyway, great entry, thank you for making the game!
Overall I liked your game and I must say that, walking with your sacrifices behind you, waiting to be slaughtered only to make you more powerful is very funny X) Good job
The controls are very roguelike-y (duh), which is not a good thing (specially for the small amount of features).
Other than that you did a good job.
As far as controls, we chose this on purpose because if we develop it further, we would likely add a lot of other features which might require more, but it could also be reworked if not very easily. We felt it would be easier to remove than to add. Thanks for the feedback!

Well that's a lot of damage compared to all those single digit hits seen before. And I guess that goblin was one of those "hey I'm hiding under a door, so I guess lore wise I'm hitting you through a keyhole or something cause I give zero fucks" type of monsters.
So suck it Rodney, your amulet can rot in that cursed dungeon...
So I think you way over scoped your project and fell flat in your ambitiousness. You spread yourself so thin that you ended up with quite a lot of different functionalities (which still aren't enough for a classic roguelike) and none of them are very tight. Quite frankly, it ended up being quite boring. The floors were way way waaay too huge and empty. I mean I at least had nowhere near enough memory to remember even a 10th of these identical looking rooms and corridors. That's the beauty in classic roguelikes having the whole map visible at once, it's impossible to get lost. And even the bit more modern remakes of Nethack with graphics that can't fit the map to screen at once have a minimap. Did you even beat the game without using the zoomed out Unity editor as a makeshift map?
The rooms and corridors were unnecessarily big too. The rooms had no reason at all to be bigger than 5x5 and those 50+ tile corridors were a slog (with no repeat key functionality). Quite a few times ran into these "cool" minute long corridors that just ended up in a dead end which resulted in me trampling over half of my 10+ sacfifices because of the frequent visits there.

This key/door system you had was quite dumb. The classic way of any key opening any locked door would have been way better. Sure, I forgot that there is a bash door key which made it 100 times worse but can you really blame be, you drop quite a big list of keys for a player who doesn't know anything about your game and expect them to remember everything (without any contextual information about the actual game). That's another beauty in classic roguelikes, even though they had tons of different keys and ascii graphics, only thing you really had to remember was the ? key. So I did try K after getting frustrated about the lock & key system but you had gone the complete other route of making it be bash and not kick and also binding the key to something unexpected. I wouldn't have remembered the sacrifice button either if I wouldn't tried to search at one of these...

What's the point of those? Didn't see much value in the whole sacrifice/spell thing either. The spell wasn't really that much more useful than melee because there was no way to figure out whether a monster is a real threat or not. And up to my cruel end, I didn't even know the monsters could pose a threat at all since everything I had met that far was just tickling me and I had health potions galore in my inventory.
Oh, it seems these comment posts actually have a character limit. To be continued in the post below... :sunglasses:
The graphics were fine I guess even though I prefer my roguelikes ASCII. The music got repetitive quite fast.
Did you do the dungeon generation algorithm yourself from scratch? It seemed to take quite a long time to generate and you mentioned something about it requiring threading which resulted in no web version too. Shouldn't really be that demanding and for sure shouldn't require threads. There are also plenty of readily available made generators for dungeons just like these (and other kinds too) in various different languages (and even porting should still be faster than making one from scratch).
At least it sometimes presented me with a precious gift like this...

Anyways, I'll end my #stillbitter ramblings here. Good job!
I can respond to some of your points, but I am likely to miss some. Please understand that we value everything that you said, though.
For the generation algorithm, you are correct that it should not take long to generate the dungeon. The issue becomes in the placement of some objects, especially keys. With the decision to handle keys the way we did, it became extremely important to ensure that the keys are reachable from the player's start point. This requires a lot of pathfinding with the way that I did it. And, yes, I did write the algorithm from scratch. I completely understand that there are many libraries out there that do it for you, but I wanted to write my own as this is why we do Ludum Dare is to stretch ourselves in certain areas. Mine is often an algorithm which I have not used or written before. We have done A* on a hex map, A* on a rectangular grid, and now dungeon generation. It is just what our goal is to learn. Admittedly, that did lead to issues such as the second image up. This was not intended, but I will call it a feature as we could use it to add secret passages easily!
The inventory scrolling issue is actually due to a Unity issue. I had several issues with Unity during that weekend, despite having used Unity to do similar things for several years. First, I was getting A LOT of crashes and frozen editors. I downgraded to older versions twice to fix some of these issues, but one that we could not get to work correctly was the UI scaling. The inventory system is supposed to automatically scale based upon resolution, but it was not working correctly and was cutting off the buttons. Therefore, we added the horizontal scrollbars. Admittedly, they are not needed on larger resolutions, but for some reason, Unity still displayed them even when they were set to automatically disappear. (This is one of the reasons I like to write my own algorithms and systems so I can fix it when something is wrong!) We intended the effects of not dropping items and meant it as a part of the sacrifices you make. Again, not the best choice when it came to the food, but should have worked for the potions. Which brings us to the potion issue! You mentioned changing potions, which is not supposed to happen. My sons reported this during development, but when I played, I could not replicate the issue, so it is still on our bug list. In hindsight, given this, we should have added a drop button to alleviate this, but we didn't. It would have been easy as the code is there. I would have just needed a graphic.
Sorry for the goblin, but sometimes they do get lucky when dealing with a random system. You and the monsters level together, and I would imagine that you just got a bad roll while the goblin got a good one.
Finally, I would like to correct one incorrect statement. There _is_ repeat key functionality. Some think it is too slow, but in our testing, it worked well for us. We have talked about it since, though, and decided that it should have been a configurable parameter for the player to tweak to his/her liking.
Again, thank you very much for the honest feedback.
Rooms feel incredibly bland, probably because they're huge. Could have scaled the whole thing down. Some of the text was also hard to read due to colouring, particularly some purple text against the gray background. Also felt strange having dead ends. Otherwise, the game was interesting for a while, but quickly became repetitive. Good luck with future projects :thumbsup: