CAVE CRAVLER by NoobHereo
CAVE CRAVLER by NoobHereo Cave Cravler (Intentioanlly misspelled) is a charming retro inspired dungeon crawler about survival and upgrading through damage effect and damage per second. The game DOES have an ending but only if you can survive all the levels that goes deeper and deeper into the world of Cave Crawler. I strongly suggest to check out the HELP page on the front screen before playing so that you are familiar with all mechanics and controlls.
NOTE: All the music, artwork and codework found in this project is made by myself; NoobHereo. The only thing imported is tools assisted in making the game and a font that has the license in the following path: UI > Fonts > License.txt
Link to github repo for the game: https://github.com/NoobHereo/ld48
Album of interresting ingame screenshots: https://imgur.com/a/TFOfESb

Ratings
| Overall | 295th | 3.636⭐ | 24🧑⚖️ |
| Fun | 206th | 3.727⭐ | 24🧑⚖️ |
| Innovation | 665th | 2.841⭐ | 24🧑⚖️ |
| Theme | 326th | 3.773⭐ | 24🧑⚖️ |
| Graphics | 361th | 3.568⭐ | 24🧑⚖️ |
| Audio | 219th | 3.568⭐ | 24🧑⚖️ |
| Humor | 422th | 2.533⭐ | 17🧑⚖️ |
| Mood | 583th | 3.028⭐ | 20🧑⚖️ |
| Given | 13🗳️ | 19🗨️ |
Then the enemies start differing in speed so kiting them all at once becomes a harder task.
And then I got overwhenmed by enemies spawning.
Could not figure what most of those items I pick up do. Except for hearts - those obviously hela you. And one of the items increases your damage output - right? After some levels the starter enemies became one-shot kills, so it must've increased.
The bombs and teleports are probably a nice feature, but I didnt use them that much. Especially the teleport. Either the enemies are everywhere and there is little point of using it. Or the enemies are bunched up, and just kiting and shooting works fine.
Still enjoyed my playtime.
The graphics and audio are great, help the mood and are still great after experiencing them for a while. The changing of levels works great for the mood and theme I think it would help even more if the music changed with the levels. I got myself trapped sometimes when I fled not realizing that bomb doesn't harm you.
You did a great job and I'm still trying to get to the end.
Shoot me a comment when it's up! Would love to check it out :)
Some suggestions:
* Sometimes enemies seem to spawn right on top of me, that was annoying.
* Controls were too compĺex for my level of coordination (which is admittedly low). I could not make good use of teleport, and hardly ever managed to use bombs. Maybe I would get used to these "commands" if I insisted more.
* I think I would find the game more interesting if there were less enemies, but if they had more varied behavior. With the current enemy behavior, what I was trying on every level was to put all enemies in a cluster so that I could just walk in circles shooting them.
* Those black, faster enemies in later levels were a nice (and simple) change, though they didn't really break my walk-in-circles strategy. (Oh, and when say "nice and simple change", this is a big praise! Gotta love simple solutions!)
* I also understand that implementing different behaviors for a compo game tends to be challenging because of the time!
* The effect of the various "power ups" left by killed enemies was not clear. I still don't know what each of them do.
A solid game, thanks for making it!