Dungeon of Sacrifice by kantieno
This is a roguelike dungeon crawler where you must balance looting chests with the great dangers that come with them. Opening chests will wound your body parts, as the injuries become more severe, your abilities will weaken. You must strategically manage how many wounds each body part gets and decide when or if opening chests becomes no longer worth it.
You must fight through 20 rooms to reach the final boss.
WASD or Arrow Keys-Move
Mouse-Shoot
P-View Items and Wounds, Hover over items to view descriptions
Changelog:
Centered Ludum Dare Title Text and Fixed Arrow Collision
Fixed pausing allowing you to skip sacrificing and fixed shade's item string
Changed control inputs to allow arrow keys for azerty users
Tools used: Stencyl GIMP


| Source code | https://github.com/kantieno/LudumDare |
| Flash (web) | https://www.newgrounds.com/portal/view/721137 |
| Original URL | https://ldjam.com/events/ludum-dare/43/dungeon-of-sacrifice |
Ratings
| Overall | 337th | 3.176⭐ | 36🧑⚖️ |
| Fun | 251th | 3.265⭐ | 36🧑⚖️ |
| Innovation | 429th | 2.618⭐ | 36🧑⚖️ |
| Theme | 303th | 3.324⭐ | 36🧑⚖️ |
| Graphics | 363th | 2.882⭐ | 36🧑⚖️ |
| Humor | 342th | 2.232⭐ | 30🧑⚖️ |
| Mood | 354th | 2.844⭐ | 34🧑⚖️ |
| Given | 30🗳️ | 34🗨️ |
Ah and next jam please don't forget us AZERTY users :(
Great job!
Enemies and player projectile should be bigger.
Is it a sacrifice due to lack of time that we can return back or it's because we sacrifice different way at each room ^^
And sorry for forgetting about AZERTY users, that's a great point! I added in arrow key support for movement, which seems to be allowed as far as bug fixes go, since it could make it unplayable for some!
In terms of graphics, I think they would be much better with more contrast. You also ought to make the projectiles much bigger. That helps both readability and game-feel.
Also, it would be nice to know what the item I just picked up does without having to check the pause menu, and also it would be good to know the negative ramifications of each sacrifice without having to check.
Either way, great job, very impressive game and nice use of the theme.
Overall though pretty interesting. I think it happened that when I played it I would collect things that basically negated things I lost, so in the end I just rushed through quickly until I found the exit. I would still collect the chests though just to see what I would get. Since if the game is completely balanced, then the player status would never actually changes - this kind of happens since everything you get feels random, but still interesting to see what is in the chest.
The AI shot much faster than me, but still not too hard to avoid. Could be interesting to see enemies that traded off something big to be really strong in something else. Keep up the good work!
I always chose wounds(since I didn't find a way to regain any health) but honestly it did not seem to impact my character very much...