The Depths of Fortune and Glory by Julian Creutz

[raw]
made by Julian Creutz for LD 43 (COMPO)

The "Depths of Fortune and Glory" is a Gauntlet inspired hack-and-slash. Kill monsters, collect treasure and try not to die!

Every floor has a timer of 45 seconds. When it runs out, find the exit to the next floor as soon as possible!

Arrow keys to move, F to attack.

cover_image.png

Ratings

Overall 259th 3.395⭐ 21🧑‍⚖️
Fun 195th 3.395⭐ 21🧑‍⚖️
Innovation 465th 2.395⭐ 21🧑‍⚖️
Theme 487th 2.263⭐ 21🧑‍⚖️
Graphics 146th 3.684⭐ 21🧑‍⚖️
Audio 231th 3.056⭐ 20🧑‍⚖️
Humor 324th 2.393⭐ 16🧑‍⚖️
Mood 193th 3.294⭐ 19🧑‍⚖️
Given 16🗳️ 21🗨️

Feedback

feliser
02. Dec 2018 · 13:48 UTC
cool! What did you use to make this? also could use music
feliser
02. Dec 2018 · 13:49 UTC
nvm i see libgdx
Rombus
03. Dec 2018 · 04:52 UTC
Love the low rez graphics!
tomcat94
03. Dec 2018 · 08:07 UTC
I really enjoyed this! The mechanics are rock solid and feel great to play with. It's difficult to convey a lot of information with only 8 x 8 sprites, but your choice in bright colors and just the right amount of detail made it very easy to clearly see what's going on at any given moment. Finding the exit never felt like a chore, as the levels are just the right size before they become too maze-like.

I can see how it plays into the theme, too. Do you stay longer to pick up more gems and risk being killed by a ghost, or cut your losses and go through the exit? That question is always at the forefront of the player's mind and adds a nice dynamic to the game play. I think the only thing that would add more variety to that dynamic is if the chests held different weapons instead of more points.

My only complaints are that the hit boxes seem just a little too big for the enemies/player. That might just be unavoidable, but I felt like I took a few hits at times when I shouldn't. The enemy spawn rate also seems a little on the higher side, which in some cases made it difficult to cull enough enemies down to kill the spawns. That, and at one point I spawned right next to an enemy when I went to the next floor which made me feel a little cheated. I died later because I got too ambitious and went after some gems instead of killing a nearby zombie spawner, so that's on me!

Again, I enjoyed it! Great job all around.
Daniel_Abeleira
03. Dec 2018 · 11:36 UTC
Cool game! I like the art very much
meursault
03. Dec 2018 · 12:09 UTC
I liked it. The fighting could maybe feel better if the player was a bit faster than the enemies, so you good better dodge them. Good job.
albatross_wirehead
03. Dec 2018 · 12:13 UTC
Really like the gfx! Beware chests they are not what you expect haha
glimaleite
03. Dec 2018 · 12:16 UTC
Hello there! Congrats on the entry! It remembered of me that I still want to do some gauntlet-like stuff!

What I liked the most:
- the ghosts after the time is up!
- hitting green guys felt good, probably because they died in one shot and the sound was sweet;
- straight to the point gameplay;
- I believe the level was procedurally generated? It didn't feel the same between different sessions;

Some suggestions:
- the green guys spawner was too similar to the green guys, it was a bit confusing;
- I felt that some enemies were immortal, because they wouldn't die, but then I realized that they just had a large pool of health. The impact didn't feel like it was causing damage, you know? The green guys were the exception.
- the camera felt too close. I could only see things when they got too close, felt uncomfortable;

Cheers, grats on the compo :)
glimaleite
03. Dec 2018 · 12:16 UTC
Hello there! Congrats on the entry! It remembered of me that I still want to do some gauntlet-like stuff!

What I liked the most:
- the ghosts after the time is up!
- hitting green guys felt good, probably because they died in one shot and the sound was sweet;
- straight to the point gameplay;
- I believe the level was procedurally generated? It didn't feel the same between different sessions;

Some suggestions:
- the green guys spawner was too similar to the green guys, it was a bit confusing;
- I felt that some enemies were immortal, because they wouldn't die, but then I realized that they just had a large pool of health. The impact didn't feel like it was causing damage, you know? The green guys were the exception.
- the camera felt too close. I could only see things when they got too close, felt uncomfortable;

Cheers, grats on the compo :)
🎤 Julian Creutz
03. Dec 2018 · 12:34 UTC
@feliser @rombus @tomcat94 @meursault @daniel-abeleira @albatross-wirehead Thanks y'all for the ratings and comments!
pantoufle
03. Dec 2018 · 12:45 UTC
Nice game! Congratulations for making it :-)
🎤 Julian Creutz
03. Dec 2018 · 17:17 UTC
@pantoufle Thanks a lot!
Zarqus99
05. Dec 2018 · 17:05 UTC
This game is acutaly good.
Graphics is orrible and also i didn't undestand ghosts. I'd like music and sounds but it's ok bc it's only 72h work. Great work
🎤 Julian Creutz
05. Dec 2018 · 17:20 UTC
@zarqus99 Thanks for the critique. It's actually 48h work (it's Compo) and the graphics are well, low-rez. It's a taste preference. Basically, when the timer runs out ghosts appear, that will hunt you down. You either find the stairs to get to next level or stay in the current level and collect more gems.
CaptainDreamcast
05. Dec 2018 · 17:30 UTC
28850 was my highest score. Got unlucky on the final stage and ran into a dead end with a legion of green guys following me, a very dramatic ending.
Yeah, I got really into it which speaks of the solid design. The art style worked well and like someone said before, the size of the levels felt just right to leave enough space but not become too overwhelming to find the exit. Well done!
🎤 Julian Creutz
05. Dec 2018 · 17:35 UTC
@captaindreamcast Awesome! Glad you enjoyed it :)
christina-antoinette-neofotistou
05. Dec 2018 · 18:45 UTC
I love how complete this is. I had fun and the tiny pixels work as an esthetic! I'm feeling it. Top marks!
KunoNoOni
06. Dec 2018 · 02:09 UTC
I like the 'push your luck' mechanic you used to incorporate the theme. I loved the low-rez graphics and the size of the game just felt right for a game jam game. Were there any features you wanted to include but had to cut because of time?
🎤 Julian Creutz
06. Dec 2018 · 13:38 UTC
@christina-antoinette-neofotistou Wow, thanks a lot! :)
@kunonooni Thanks! Yeah, definitely! I wanted to add a lot more different enemy types, more dungeon variation and more weapons. Well, maybe in the future :)
designernap
06. Dec 2018 · 13:54 UTC
This is great! Really enjoyed playing this and have saved it to come back to it. Perfect minimal visuals yet addictive and satisfying gameplay. Well done! Top marks from me :)
🎤 Julian Creutz
06. Dec 2018 · 14:31 UTC
@designernap Wow, thanks a lot man! Glad to hear you enjoyed it.
Bros.
11. Dec 2018 · 17:04 UTC
The low-rez graphics turned out pretty good.
One can still identify, what's going on.
BUT a window resizing functionallity would have been desirable.
(After looking into your code, I saw that you explicitly disabled that, although you handled the `resize` in your Screens...)

Everything else has already been mentioned.

Also pretty cool to see another Jammer using LibGDX!
Keep up the good work.
🎤 Julian Creutz
12. Dec 2018 · 14:53 UTC
@bros Thanks! Yeah, you're right. Probably resizing as a game option or something. I don't like the resize window button because it fucks up my framebuffer rendering.
SubtlyDramatic
12. Dec 2018 · 15:20 UTC
Very interesting art style! I was just talking with my programmer yesterday while we were playing Mini Metro, I have a lot of respect for simple graphics. I think it's very difficult to create a feel for a game/get ideas across with limited colors, shading, etc. And you did a great job!
🎤 Julian Creutz
12. Dec 2018 · 19:49 UTC
@subtlydramatic Thanks a lot!
gwinnell
13. Dec 2018 · 20:25 UTC
Shadows on the gems is a nice touch. Game window was a bit too big for my screen but it was still playable. @glimaleite's feedback covers everything I would have said! Nice game!
🎤 Julian Creutz
14. Dec 2018 · 15:32 UTC
@gwinnell Thanks man!