The Depths of Fortune and Glory by Julian Creutz
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.

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🗨️ |
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.
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 :)
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 :)
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
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!
@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 :)
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.