Depths of Hell by pres2300

Dive deeper into Hell collecting bones to summon demons. Kill all demons to advance to the next level. Each level gets progressively more difficult.
Controls
Movement: WASD or left joystick
Shoot: Hold left mouse button, arrow keys, or right joystick
| Link | https://github.com/pres2300/ludum_dare_55 |
| Link | https://oilyraincloud.itch.io/depths-of-hell-ld55 |
| Original URL | https://ldjam.com/events/ludum-dare/55/depths-of-hell |
Ratings
| Given | 38🗳️ | 33🗨️ |
I'd love to continue the development of this game. Possible future goals:
- Weapon upgrades
- More item drops from enemies
- More enemy variety
- Music
- More detailed environments
- And so much more!
BTW, good theme matching game.
Edit: Did you realize that minions can get stuck on the boundary of the map?
Great job!
I think it would be great to be able to move faster, as it takes me some time to get to the bones after I've beaten all the enemies (or maybe smaller levels?). And as people mentioned, it'd be helpful to have some more ways to avoid the boss's bullets.
As people also mentioned, great work with the theme! It is a very interesting concept to summon the boss yourself, has great potential for further development of such game! (maybe, for example, the way you summon the boss affects the boss itself?)
Your game works nice with the theme, and ramps up nicely in difficulty.
The size of the levels and the floor being all the same shade of grey makes it hard to know where you are.
Some more items in the environment, or even just arrows on the sides of the screen pointing to the location of bones and the pentagram, could help with navigation.
The sounds are enjoyable!
Seriously, though, I think this is pretty fun! During the first level, I was thinking that it was way too easy. Once more than one boss was spawned at a time, I changed my mind.
Adding something like a dash that allowed you to dodge the bosses' projectiles would be good, because they are very hard to avoid once they get close. Also, some intense battle music would have been nice.
Overall, good job!
I really like the idea of manually summoning the boss each level, first collecting the items and then needing to decide when you're ready for the challenge. I found myself even planning out the angles I wanted to summon from to set up my strafing direction and health pickups at the right time - already some tactical complexity here! A million ways you could develop this further but the core gameplay loop you've devised is a great start.
I would suggest adding some kind of movement ability. Maybe a simple dash with a cooldown if you want to keep practicing.
It's really good that you didn't sleep on the sound effects, it really feels better when you get feedback when interacting in the game.
A pretty small change that I think would be nice is if you could keep tracking the mouse with the gun even when the player is not shooting. You sort of miss doing something when all the enemies are dead and you're picking up the bones. People tend to jump in games when going from A to B even if its not faster. It's just engaging to see stuff happen.
I think the gameplay could be more fast-paced, all the components are there just tweak some values. So maybe play around with faster player movement, more enemies, less life on the enemies, faster enemies, smaller level etc.
It would also be nice if it could be a slight delay after dropping the fifth bone and the boss spawns.
Anyways, you made a game, that's great!
I would suggest map design, music for sure because you can feel it missing, animation, different enemies... but from your comment I understand all of these must be coming in the future. So take your time and have fun with it.
Animations would have been great, but it's already cool to achieve this in such a short amount of time! Good job
Love the part when you have to hunt parts you need to complete the ritual to summon the demons(?) while dealing with minions. You definitively should put on itchio page about the holding down the button to shoot (people may miss it on LD page - I know I did ;-) )
Maybe the area should have being a little smaller. it would have helped with the level not looking so empty (especially in the beginning). Not a bad thing by itself but the large level area amplified that feeling.
Still nice entry and very good interpretation of the theme.