Crypt of the Minotaur by excaliburjs

[raw]
made by excaliburjs for LD33 (JAM)
Content Warning: Gameplay contains pixelated blood and gore. Content toggles
are located above the game window.

You are the Minotaur. Protect your treasure from intrepid adventurers, but don't fall to their blades!

Controls:
Move: WASD or arrow keys
Attack: left mouse click
Dash Attack: shift key on charged meter

Works best in Chrome, Firefox, IE11, Opera 28, Microsoft Edge

Ratings

Coolness 80% 2
Overall(Jam) 3.72 152
Audio(Jam) 3.32 292
Fun(Jam) 3.78 91
Graphics(Jam) 3.87 292
Humor(Jam) 2.77 528
Innovation(Jam) 2.91 603
Mood(Jam) 3.32 381
Theme(Jam) 3.87 200

Feedback

pnkthrepwood
25. Aug 2015 · 02:02 UTC
Good game! Nice graphics and fun
JoseArias
25. Aug 2015 · 02:04 UTC
Damn Heroes! Leave my gold!
Fun :)
Aiursrage2k
25. Aug 2015 · 02:04 UTC
Defend your treasure
zuurr
25. Aug 2015 · 02:28 UTC
one nit: if you don't move the mouse when the player moves, the aim position stays focused on the old spot. (you need to either update that when the camera moves, store it as a camera relative position, or just update it every frame)
jstclair13
25. Aug 2015 · 02:28 UTC
The heroes are stealing the all my gold...who is the real monster?? Super fun game and awesome graphics
Move127
25. Aug 2015 · 02:30 UTC
One of the best LD games I've played. Great graphics and controls.
Qaterknan
25. Aug 2015 · 02:33 UTC
So far the best game we have played. It is pretty short - I would like to see more enemies or mechanics.
FZeroRacer
25. Aug 2015 · 03:04 UTC
It's fun and has a lot of potential. Just wish that there was at least one or two more enemy types to help break up the game flow a bit.
shiroookami
25. Aug 2015 · 03:05 UTC
Great game. Action-packed and easy to pick up. A classic take on the theme done extremely well.
Mathstr0
25. Aug 2015 · 03:06 UTC
Great job! Keep it up!
internetpaulicy
25. Aug 2015 · 03:26 UTC
The pixel are is really well done. The Minotaur's swing is fun to execute. Sometimes I get surprised when what looks like one knight turns out to be four... But other that that I found it to be very clear and fun to play. Cool idea!
TsN_RaMPaGE
25. Aug 2015 · 03:30 UTC
Great game! I think a leveling system would have been a nice addition :)
Goutye
25. Aug 2015 · 04:33 UTC
Nice graphics. Hard to manage to be every where on the the same time! Hopefully, there is the fireball skill o/
kaype
26. Aug 2015 · 04:13 UTC
Really well-built, runs at a perfect 60 fps for me.
Had a lot of fun, and the blood particles are top-notch lol

great work
pcmccull
26. Aug 2015 · 04:22 UTC
Fun game, at first it looked like it was just a kill the humans game, but then I noticed that they were stealing my gold! I had to stop them.
pkenney
27. Aug 2015 · 04:26 UTC
Wow, very slick, and a great feeling of weight that made the axe fun to use.

Loved the look and the core mechanic. The fact that I couldn't see the whole playing field had me running all around like a paranoid maniac! I think I would score better if I started to understand the spawn patterns better.

Oh, and the dash attack was a blast, too!
CheesyRamen
27. Aug 2015 · 04:50 UTC
Nice idea! It could be a solid base for something great!
IonProgramming
27. Aug 2015 · 05:00 UTC
Well polished and good fun!
shawn42
28. Aug 2015 · 03:39 UTC
Overall great entry. It felt a little hard to aim, but it felt great to dismember those dang heroes stealing my lootz!
Crazi456
28. Aug 2015 · 05:32 UTC
Very fun! Dash ability felt awesome! Great work
fistmaker
30. Aug 2015 · 09:44 UTC
Great game!
cyrixd
04. Sep 2015 · 08:24 UTC
Very solid game. Control was very tight and responsive, well done!
Saf
04. Sep 2015 · 09:08 UTC
Nice and super polished game! Loved the art.
bombjack
08. Sep 2015 · 19:06 UTC
nice gameplay and art. could be great to have the camera zoom out when enemies are not in range in order to have a better overview of what's going on. I had fun :)
Wertle
12. Sep 2015 · 22:59 UTC
I loved the sound effects on this, they were super juicy! I think there were a lot of little issues with feedback that could really push this game forward. It was unclear to me when I was taking damage, because I assumed the knights were just going for the treasure, i didn't register them as "attacking" me and only noticed I was low on health when the screen edge effects kicked in. A sound effect would have sufficed since figuring out a fancy animation on the knight would have been a lot of work. Though if you went the animation route, I'd recommend something really simple and obvious. I big ole sword swoop sprite perhaps, just something that makes the silhouette on the knight REALLY different so I catch it right away. I also wasn't clear exactly when I took damage, and wasn't sure how to attack them such that I wouldn't take any damage, since our ranges overlapped. I think you could have given a beat on the minotaur's death before going straight to the score screen to give me a chance to register what had just happened. Even if there was no animation, if everything on the screen just froze in place for a beat and maybe a sad sound effect, it would have given the same effect more or less. I felt sorry for this minotaur, his plight seemed hopeless. Nice job!