Hydrocrypt by shru

Story
Race to the bottom of an undersea facility before the entire building loses power in this twin-stick shooter roguelite.


Gamepad Controls (Recommended):
- Movement: Left Analog Stick
- Aiming: Right Analog Stick
- Fire: R2
- Slow Movement: L2
Keyboard Controls:
- Movement: WASD or Arrow Keys
- Aiming: Mouse
- Fire: Mouse 1
- Slow Movement: Shift
Miscellaneous Controls:
- Toggle Fullscreen: F
- Change Window Size: + or -
- Quit: Escape
For Linux Users
To play Hydrocrypt on Linux you will need to install the official Love2d packages over at https://www.love2d.org. Sorry that this is not more convenient... The year of the Linux desktop will be soon, I promise.
Post-Jam Fixes:
- A handful of users were experiencing a crash which would occur when trying to shoot with a resolution lower than what the game attempts to start at (1440 by 810). This has been fixed.
| Windows | https://shru.itch.io/hydrocrypt |
| macOS | https://shru.itch.io/hydrocrypt |
| Linux | https://shru.itch.io/hydrocrypt |
| Original URL | https://ldjam.com/events/ludum-dare/39/hydrocrypt |
Ratings
| Overall | 10th | 4.4⭐ | 22🧑⚖️ |
| Fun | 1th | 4.55⭐ | 22🧑⚖️ |
| Innovation | 259th | 3.35⭐ | 22🧑⚖️ |
| Theme | 165th | 3.9⭐ | 22🧑⚖️ |
| Graphics | 35th | 4.55⭐ | 22🧑⚖️ |
| Audio | 178th | 3.579⭐ | 21🧑⚖️ |
| Humor | 316th | 2.647⭐ | 19🧑⚖️ |
| Mood | 70th | 4⭐ | 22🧑⚖️ |
| Given | 20🗳️ | 17🗨️ |
Little did I know...
I initially disliked the idea of having a time mechanic that makes you rush through a dungeon you'd want to explore meticulously. Not to mention that after all lights had went out, that 'gotta go fast' aspect disappears completely.
But as floors went on, the mechanic started to make sense: the rooms were very repetitive, so you actually WANTED to rush the game instead of conscientiously killing every enemy in every room.
And oh boy did that mindset make the later floors much more enjoyable. I actually made into fourth floor's boss while the lights were still on there and almost had it - but it got me just before the end!
I liked especially the third and fourth boss - there was a winning strategy to be found, and wrong moves could be fatal.
I like your idea of boss rooms requiring a key! If I make a post-jam version, I'll certainly add something along these lines.
Maybe it would be cool to have different sprites for every bosses. Each floor the player would wonder which boss he's going to find, like a reward.
Anyway good job ! And I'm glad you used lua and love2d too! :D
also, dog samples in the bgm? 10/10
Keep moving forward.
I tried to play it quick at first, but then realized that shooting in darkness is not that bad. So I switched to 'careful' playmode, looking for every loot and breaking through slowly. And it worked out ok, I had nice machinegun and 7 lives on 4th boss, but he killed me post-mortem :)
What I didn't like about the game was that you couldn't see enemy bullets in the dark, The game encourages you to be as fast as possible, so if you're rushing you can just be shot without having a warning. To resolve this I had to shoot all times so I can see where the bullets are coming from and dodge them. I don't know if it was the intended way or not.
Another thing I would have liked is that if you have your life full and there is a health pickup, the pickup either gave you a little more life (think it like the blue hearts on the Binding of Isaac if you're familiar with it) or have them change to other powerups, so that your travel to the item isn't wasted because you had full life.
And lastly, this is just an idea, but you could add some rooms that can't be accessed if they don't have light, so you can't have the powerup/treasure they have if you don't arrive in time. So you could encourage even more the speed aspect and having some reward to it.
Overall I really liked this game, I would like to see what you come with if you were to do a post-jam version.

I am on Windows 10 x64
The art looks pretty tho!
Firstly, I need to tell you that when I start the game the window appear weirdly in a corner, I press F for full screen and then everything work well.
And then I got addicted to the game, is so much fun to play. Suprisingly difficult, but I enjoy go to each room and shoot down enemies as fast as I could. I think the rate at which the rooms lost power is a bit too fast, but I'm not sure.
It was so satisfying to get ncreased fire rate, I almost achieve machine gun speed.
One thing I would suggest is to don't show where the exit of the room is, I enjoy the preview at the beginning of each room but knowing where the exit is make me want to go straight there and don't explore as much.
I get to the 4th floor, and I enjoy a lot your game. you get 5 stars from me.
:D
In my opinion, the most important thing a game should have is satisfying, engaging gameplay - check. The shooting is fun, the movement is nice and responsive, the enemies are appropriately difficult (save for the boss - a little time in between shooting waves would be nice, as currently the player is always trapped in a corner).
Additionally, a good game must create an interesting atmosphere, either by the use of effective visuals or sounds - check. I love the art style; simple as it is, it still feels so polished, and I love the design of every enemy, tile, projectile, and upgrade in this game. The lighting effect looks really neat when the power goes out too! The sound design is great too; the sounds were sharp and subtle, almost melodic (my sister heard the sound of continual shooting at a high fire-rate and thought that it was actually a song).
I don't know why such a simple game captured my attention for so long... Maybe it was the feeling of progression as I earned more upgrades, or the variety of situations and rooms I would have to survive. Seriously, great job.
@maldo19 Thanks for all of the feedback. I'm not 100% satisfied with the way all of the elements play into the darkness mechanic either. Just so you know though, the health upgrade works exactly as you described. If you pick it up with full HP, then your maximum HP will be increased by 1.
@sebastian-m It seems like rushing to the end of the floors is a common thing people felt compelled to do. Not showing the exit certainly would be one way to deal with that, although I think I'd need to polish the map first to make it more obvious where you've been.
@drachmor Thanks for the doting review, it means a lot to me! <3 The bosses definitely give you some time to maneuver between their waves of attack, bosses 1-5 I all can beat without taking any hits. I think with some more practice you should be able to move well enough to not get caught in a corner. :) (Boss 6 is total bullshit though, but that's what you get when your game just indefinitely scales for infinite levels... ^^;;)
Nice take on a roguelike, great job using Löve!