Roguedare Ludumlike by Gurbx

Sacrifices must be made to escape the dungeon
Controls
- WASD to move and [MOUSE] to look around
- [LEFT MOUSE] to use selected item
- [MOUSE WHEEL] to change selected item
- [E] to interact with objects in the world
Tools Used
- Unity Game Engine
- Graphics: Aseprite, Photoshop & Blender
- Sound: Bfxr & Audacity
Playthrough
Development Timelapse
Changelog
- Fixed bug that caused the inventory not to empty when restarting the game
- Increased the player starting health by 5
| Source code | https://github.com/Gurbx/Ludum-Dare-43 |
| HTML5 (web) | https://gurb.itch.io/roguedare-ludumlike |
| Windows | https://gurb.itch.io/roguedare-ludumlike |
| Other (web) | https://youtu.be/e65AzYbZjf4 |
| Original URL | https://ldjam.com/events/ludum-dare/43/roguedare-ludumlike |
Ratings
| Overall | 288th | 3.316⭐ | 21🧑⚖️ |
| Fun | 240th | 3.289⭐ | 21🧑⚖️ |
| Innovation | 386th | 2.789⭐ | 21🧑⚖️ |
| Theme | 387th | 3⭐ | 21🧑⚖️ |
| Graphics | 163th | 3.605⭐ | 21🧑⚖️ |
| Audio | 283th | 2.868⭐ | 21🧑⚖️ |
| Humor | 361th | 2.133⭐ | 17🧑⚖️ |
| Mood | 242th | 3.139⭐ | 20🧑⚖️ |
| Given | 23🗳️ | 5🗨️ |
I agree with @lontrus which I think you should tell the player what happened after their sacrifice!
now I found
1 health - turn 1 of your item into 1damage staff
2 health - increase 2 health limit
5 health - increase 10 health limit
I think the idea is pretty good but the current game is unbalance,
you sacrifice your health for higher health limit but you can only restore your health with health potion which is hard to find! That makes the other sacrifice kind of meaningless because player almost always can't afford the high sacrifice
Thanks for submitting this game to my Play & Improve series. I've got a few ideas for things I can do and will probably include this game in the series. If I do, I'll try to let you know ahead of time!
Yea I agree, the sacrifice right now is a bit pointless and unbalanced (not powerful enough buffs) and there should at least have been a simple popup that shows what happens each time. This is something I could have improved on for sure.
@frenchie Awesome thanks! I’m honored! That’s 4 am in the morning in my local time but I’ll put on an alarm :D
EDIT: Well, you haven't replied so I assume you've gone to sleep. I'll keep it scheduled for tonight so that you don't wake up for nothing! But please feel free to sleep in and catch the recording if you prefer :slight_smile:
If 12 pm on the weekend is possible it would be preferable for sure. Sorry for messing up your scheduling.
I would enjoy it even more if the movement were a bit more dynamic and the monster spawns feel more fair.
What I mean by that: I get in to an empty room. Suddenly monsters spawn. I don't have the time to asses the situation (they spawn quite close) and with no warning the door close behind me (at first I thought I was bumping in to some collider because after the fight - when I had the time to take a look - they were already gone).
I think I know what you were going for but I ended up mostly fighting in the small corridors with my back against the door - again, less movement for the player
@kornel Thank you! Really good feedback! Yes I agree, I see how that can happen and basically spawning the monsters on the player isn’t fun.
How do you think this could be fixed? Maybe closing the doors clearly with a sound first and then having a couple of seconds delay before the enemies spawn? During the wait time the exact spawn position could be indicated with some kind of effect. Also adding a knock-back to the enemies when hit would probably help a bit as well. Or are the rooms just generally too small?
The first thing is yes - I think rooms should be bigger. You could also try to "break" them apart. I tried adding columns and walls inside the later rooms in my game (you might have them as well but I didn't see them in the part of the game played). Also 'L' shaped corridors tend to help, I noticed
What I tied was also to activate enemies only then they see the player (and the player, by extension, sees them) - it doesn't work perfectly in my game because it was literary the last thing I've added :sweat_smile:
Door sound (and screenshake?) definitely would help a lot
"Maybe closing the doors clearly with a sound first and then having a couple of seconds delay before the enemies spawn?
During the wait time the exact spawn position could be indicated with some kind of effect" yes and yes! And please add a color to the effect so that player knows what kind of enemy is coming (I think this kind of ahead of time knowledge adds a ton to a combat - it allows you to plan and then try to execute your plan)
When I was making my game (again, not that I succeeded) I tried to give player 2 things: at lease a second or two of a warning (as in the player sees the enemy and has some time to think before the enemy is too close) and the ability (the space) for the player to move around
Sorry, it ended up being a long answer :blush:
I like the decision to lock me into each room until I defeat the enemies or make a sacrifice. This forces the player to deal with the situation rather than running past it.
Enemy design in an FPS is always tricky. I found myself walking in backwards circles a lot while attacking the enemy. Of course, for a game jam it's always hard to figure out what to prioritize. A leap attack that sends the enemy as far as it can in the opposite direction could shake up the combat a bit while still being fairly cheap to implement - though it could have other negative effects such as requiring the player to turn 180 degrees which could be frustrating if that's not the kind of game you're making. Regardless, some enemy behavior variance would add a lot to the moment-to-moment.
I like the pacing of the rooms ending in ladders to the next floor. This also gave me a strong sense of progression. It let me imagine what the game might be like if it was extended out with elements such as those from Binding of Isaac -but in 3D!
[Pull request is up!](https://github.com/Gurbx/Ludum-Dare-43/pull/1)
-The enemies sometimes spawned directly in front of me or directly at my side, making me take damage.
-The constant sacrifice of hp combined with the limited amount of hp potions obtainable in a run makes the game a bit too difficult, I think it would've been interesting to have some kind of random hp drops from enemies. That way the incentive to kill enemies is higher and not only to unlock the doors.
-The first person perspective and the somewhat small enemies that constantly go towards you makes combat a little bit frustrating, enemies that attack you from a distance could've been an interesting challenge (but I realize that would require a bit more work).
Aside from that I really enjoyed the polish here, you managed to get a lot done in time for the deadline!
Good work!