Watch your step by Haematite
A unique twist on a roguelike dungeon crawler, every step you take the floor crumbles away! See how many floors you can go down.
I struggled a bit with time on this one, and it's not quite as good as I wanted. I'm still pleased with what I've done though.
WASD / Arrow keys / ZQSD to move Space to use sword to kill enemies, flick levers, push crates and smash pots.
Tips: Crates can be pushed into holes to make a pathway. There is a map in a chest on each level

| Link | https://edwardbonnett.itch.io/watch-your-step |
| Original URL | https://ldjam.com/events/ludum-dare/49/watch-your-step-1 |
Ratings
| Overall | 179th | 3.982⭐ | 30🧑⚖️ |
| Fun | 201th | 3.929⭐ | 30🧑⚖️ |
| Innovation | 350th | 3.679⭐ | 30🧑⚖️ |
| Theme | 328th | 3.964⭐ | 30🧑⚖️ |
| Humor | 734th | 2.923⭐ | 28🧑⚖️ |
| Mood | 462th | 3.661⭐ | 30🧑⚖️ |
| Given | 14🗳️ | 33🗨️ |
A lot of really nice polish on this, with some cleaned up room/map generation and a couple other enemies this has a lot of potential as a fun roguelike :) Nice work!
But otherwise nice art and sound.
Very well done, and congrats on your second game jam! Looks like all the confusion at the start for you really sorted itself out. Can't wait to see your submission next spring :wink:
I have some bugs with random damages while being close to "holes" without actually going in them, which made me loose a couple of times. Maybe a nice bug to get rid of to polish the experience ;)
Well done!
@ekilibr Thanks! I've only got into jams this year, and this is my third already; they're great fun. But damn, I'll take a look at that bug!
I'd love to see this developed further! Currently it's very tough to play, but with some work this could be a really enjoyable commercial game. Congrats on a great entry; I enjoyed it a lot :)
One of the best I have tried until now, good job!
I managed to reach the 2nd floor :) I do feel like it's a bit harder than it needs to be, maybe each floor is a bit too big?
The RNG element is quite punitive as you can sometime enter a room with no other exit than where you came from, and holes preventing you from going further.
Maybe an item like a ladder that can be looted and that allows the player to cross a tile (and consume itself in the process) could be nice to give more chance for the player to control the map generation.
Displaying the number of gems and the "cost" of each chest could be good too as it's a bit disappointing to make holes everywhere to reach a chest that can't be opened.
I was also surprised that items such as the map didn't persist from one floor to another, I thought it would be a great way to reward players who took time to explore the place.
I really liked the game, I hope you'll keep working on this because this has the potential to be a really fun game with lots of depth!
Good work and thank you for your game!
Overall, well executed and fun to explore!
Very impressed you've managed to do this in 72 hours all alone, that would be a great game even for a team! I'm especially surprised with the world generation, didn't expect it to work this good, worldgen is usually very time consuming to implement properly. Sometimes I was unable to find exit to the next floor, but that's probably just me driving myself into a corner.
The only nitpick I have is a little confusing floor tile textures: tiles around exits are not breakable, but have the color of breakable tiles, this was unclear to me in the beginning.
Really nice entry :)