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Deadly Labyrinth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme & Focus | #1 | 3.333 | 3.333 |
Graphics & Animation | #2 | 3.333 | 3.333 |
Technical | #3 | 3.333 | 3.333 |
Fun & Design | #5 | 3.167 | 3.167 |
Overall | #5 | 3.028 | 3.028 |
X Factor | #6 | 2.667 | 2.667 |
Music & Sound | #9 | 2.333 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
How did your team implement the focus (and optionally, the theme)?
Game play is on a grid. You are a sacrificial Athenian trying to escape the Mythical Labyrinth of King Minos (Minotaur Myth). Theme Party: Random & Puzzle
Team Size
Solo (1)
Will you continue work on the game after the jam?
Yes - aiming for a commercial release
Which diversifiers did you use, if any? (optional)
Winning Music
Theme Party
Which parts of the game were NOT made by your team? (Including AI generated)
Graphics, Music, Sound effects. (With small modifications by me)
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Comments
The use of procedural generation is really impressive! I also really liked the writing.
Thanks!
Congratz on tackling procedural generation! It can be a tough nut to crack. I did get an unwinnable situation on the 4th level I think.
As criticism, I would make the levels smaller/tighter. That would in turn make the graphics stand out more and would create more focused puzzles. Some different enemy types would also spice things up. But, overall, a dungeon crawler puzzler with static enemies can definitely work as a game.
Unwinnable levels are possible, a downside of the random generation (10 rooms - collisions, random puddle & gold, 3 mobs/room - collisions, a tunnel from room 1->2->..., and from entrance/exit inward to hit something. The only "restriction" was that the puddle & gold can't be in the same room. The only "guarantee" a path from entrance to exit.)
Crunch time ate into the graphics (a little more time and the attacks would have been animated.) Hmm, smaller/tighter levels . . . My knee-jerk reaction is that that would make it too hard, there being less possible paths. That is something to consider though (hmm, jack room insertion force. I'll play with it.) I had thought of including other fiends, such as ones that attacked only one way, shot arrows, or patrolled. Unfortunately, there was no time to balance that with random placement.
Thanks for the thought-provoking feedback.
Smaller levels would definitely put more strain on your level generation, but, as an upside, it's most likely easier to calculate if a level is solvable. Your maps are 50x35 tiles I think. You can compare them to the ones of my entry, where each map is only 16x16 tiles, and I'm very happy with how those turned out.
I liked this game with procedural generation. It's a good puzzle.
Instructions are clear
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Everything works on the new build. Maybe it was an issue with my browser.
The only change was an itich.io setting (no upload required.) Glad it works for you!!