Dungeon Drifter -- A roguelike racing game by Triceraptodactyl

Introduction
For our second participation in LD we came up with the idea of a roguelike racing game,
with an art concept inspired by steampunk ("gearpunk" might describe this even better).
It features:
- Only handmade textures / animations / music / gameplay
- A fully random dungeon generator
- Multiple enemies and objectives in each room
- Slippery wheels and high movement speed
You steer a racing vehicle with slippy wheels in a narrow dungeon.
Go through the rooms, kill all the enemies and get to the flag without dying!
HOW TO PLAY:
You start out in a room and your objective is to get to the finish flag. Unfortunately the flag is somewhere in the maze and you don't know where. The flag is guarded by monsters. They will lock you in a room until you beat all of them or die (or collect all the coins). You always drive at full speed, and your brake is limited to 20 seconds for the whole game!
Hitting the wall will kill you instantly.
CONTROLS:
- Use A and D or the arrow keys to move left or right
- S to use the brake
- W to go even faster (Post LD version)
- Space or click to shoot
- Escape or P to pause
- R to quickly restart when you died (You’ll need it)
Be conservative about your brake time! 15 seconds is not much, and you might need a lot of it in coin rooms. Hitting the button for a very short amount of time will slow you down enough most of the time without eating up a lot of your brake time. Try to go around corners without it. Drifting will slow you down too, so use that instead if there is enough space.
CHANGELOG:
- Fixed bugs when entering and leaving rooms - Fixed flickering doors - Fixed wall textures has wrong rotation - Fixed coins spawning too close to walls - New door texture (PostLD) - Fixed car front wheels rotation (PostLD) - Accelerate with W (PostLD) - A lot of balancing: Mob sizes, count, health, speed, etc. The game should be a lot easier now. Increased braking to 20 seconds (PostLD) - Randomized shooting mobs (PostLD) - Fixed car front wheels rotation (PostLD) - Accelerate with W (PostLD)
POST LUDUM DARE VERSION:
A Post LD version of the game is available in the downloads section. It got a lot of balancing that we didn't have the time to include in the official release, so it is a lot easier.
Ratings
| Overall | 887th | 3.132⭐ | 21🧑⚖️ |
| Fun | 986th | 2.816⭐ | 21🧑⚖️ |
| Innovation | 708th | 3.211⭐ | 21🧑⚖️ |
| Theme | 521th | 3.684⭐ | 21🧑⚖️ |
| Graphics | 636th | 3.395⭐ | 21🧑⚖️ |
| Audio | 490th | 3.132⭐ | 21🧑⚖️ |
| Humor | 965th | 2⭐ | 20🧑⚖️ |
| Mood | 844th | 2.971⭐ | 19🧑⚖️ |
| Given | 22🗳️ | 5🗨️ |
Instant death on touching walls was a bit too harsh for me, especially with things like this:

You'd think the quick restart would remedy that, but you still have to drive quite a long distance after every restart before you get to a new room (and cannot actually speed up on long straights).
The projectile/target aspect was pretty tough too. Either larger targets or larger projectiles would have helped conserving brake resources.
Brake and health indicators on the UI elements were a bit too subtle for my liking as well. While beautiful, the art around them distracted from communicating what they are meant to display.
I eventually got by via holding down the fire button continuously and making generous use of the brake. But once that runs out I don't get much further. Slowly replenishing brake power would help a lot.
We tried out having the brake recharge, but I commented it out since it lead to a different play style than intended. The brake is meant to rescue you when you are getting too close to the walls. But when the brake was recharging, you could easily stop the car in the room and then kill all the mobs and it would recharge enough until the next room. I increased the time from 15 to 20 seconds, which is double the amount I usually need to finish the game. The only place where you really need the brake is to access badly placed coins.
The changes mentioned above are not published yet. We'll decide which of them are bug fixes/updates to the game and which belong to a Post-LD version soon and then upload it.
I really love the idea though!
The camera is really zoomed in so it's hard to see.
The car movement is pretty wonky so it's hard to precisely aim.
I did like the feel of how the ship moves, but instant death is too much.
Some better handling/sliding of the car would add a lot. I believe there are already comments about the insta death and I agree to a point. But it shouldn't be too easy...I think it adds some challenge to the game. :)
I think a bigger problem is it lacks a "game" element, score, progressions or something like this.