Calibal's Curse by neonlare

DEV NOTE: Please play 0.1.3, it's a post jam version BUT it addresses 2 typos that meant the music in stage 2 overlaps. It's frustrating as hell it slipped through, but no new code was really added save for a minor health tweak to some enemies, and fixes an additional glitch about overflowing weapon levels. THIS ALSO fixes an issue with some seeds crashing the game, softlocks where the game won't progress past a boss, and stat typos that meant Swords, Daggers, Spears and Axes weren't obtaining the right statistics. Enjoy~
SUMMARY:
Explore an uncharted world in this bizarre hybrid of Galaga and Minesweeper! Find treasures, upgrade your equipment and try to uncover the riddle behind Calibal's Curse! Everyone's stuff is missing!
CONTROLS
Arrow Keys - Move C - Swap Weapon, or randomly generate seed on title screen X - Search Adjacent Tiles (friendly tiles adjacent or ontop of you will show as green numbers, enemy tiles will show up as red)
Try to upgrade your equipment, find the boss and fight them to progress!

NOTES:
Phew, this was a huge crunch to get this to a playable state. I BELIEVE this should run without any hitches or issues, but I definitely had to work incredibly hard and certain assets couldn't be finished properly (for example, the intro cutscene is missing music).

It's been a LONG time since I submitted something solo for Ludum Dare. I tend to try and aim to build as complete a game package as possible. So far, this runs without any bugs, and seems like a reasonably complete game esp. considering the time limit, I'm pretty proud of this lil thing. It definitely needs a lot more polish and a lot more love, but I'd love to get people's thoughts!
P.S: The dialogue is deliberately a shonky, just aiming for that "old unknown NES game" vibe, complete with mistranslations and weird grammar galore!

If there are any crucially breaking bugs, lemme know and I'll try to get up a fix. The game runs fine to the end on GMS2 my side, so I'd like to ensure everyone can get a good go at it! Balance might be a bit buggered of course due to the nature of making a game in 72 hours. Hope you guys have fun :D.
Ratings
| Overall | 46th | 4.173⭐ | 28🧑⚖️ |
| Fun | 34th | 4.154⭐ | 28🧑⚖️ |
| Innovation | 219th | 3.66⭐ | 27🧑⚖️ |
| Theme | 437th | 3.463⭐ | 29🧑⚖️ |
| Graphics | 49th | 4.407⭐ | 29🧑⚖️ |
| Audio | 41th | 4.135⭐ | 28🧑⚖️ |
| Humor | 385th | 3.08⭐ | 27🧑⚖️ |
| Mood | 90th | 4.038⭐ | 28🧑⚖️ |
| Given | 17🗳️ | 25🗨️ |
The game feels super crisp and juicy so it feels good to play.
I'm really wowed by the quality of all the assets, and the enemy battles especially.
After dying to the boss, it was a bit of a grind to find my way back to them. Still, on the first go I had a really good time with the minesweeping. Loved it.
When you restart from a game over, you'll notice that your stats are reduced by 1 until they hit the base (boxer briefs and a butter knife), but the map doesn't reset, only restarts it's state. Any fights or bosses you do find will still be there, as will all npcs and chests, and you retain half the gold you had in the previous run of it. You can use this to plot out a path for where is safe and what is dangerous, and end up with a +1 gain to your max health if you can find two chests with armours in them, same for 2 chests of each weapon. Combine that with NPCs and once you have a mental layout of the map, you can build your upgrades and start searching for the boss tile to progress to the next stage. Hope this helps!
Game was awesome!
Game is too tough for me to play on keyboard though. I'm going to need some controller support please :)
Its very difficult though, i wish it was a tad more forgiving so I could see the end. (i could just be awful that is possible)
excellent entry
Very nicely done.
I also really like the art style, reminds me of old final fantasy or something.
One thing I would change is how the minesweeping detection works, it's a little tedious to do right now, and it doesn't give you much information. Once I had a decent weapon I wasn't really worried about what I'd walk in to and was basically just mowing the lawn.
What you could maybe do is have the enemies have different difficulty levels, so you'd have to explore and try to find treasure or weaker monsters to fight before tackling the more difficult ones.
Could also throw in some random event types or something, who knows.
Another thing is that I found the map a little too big, at least for this version of the game.
Once I had a strong weapon(spear is ridiculous btw), I was just wanting to face the boss, but it took me a long time to find him.
I struggled with the responsibity of the jump.
Would be great if it saved my level progress when closing the game too, since this feels like a game I'd want to go back to
That DVD screen saver chap isn't the boss btw, you'll know when you find the boss as he'll have different music and is way bigger :). Honestly, a ton of stuff is just from the lack of time to develop the game, if I expand on this concept I'll definitely do those quality of life tweaks for sure.
Ah yeah, I know, I meant dvd screensaver monster. I defeated the big boss once. I was just so disappointed in myself to die to such a small monster after getting all upgrades on the level