Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Eldritch LabyrinthView game page

Submitted by Cornifer_Caves, TotallyRealPenguin — 1 hour, 36 minutes before the deadline
Add to collection

Play game

Eldritch Labyrinth's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#453.5563.556
Polish#683.0003.000
Overall#763.0743.074
Innovation#912.6672.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

No

Meta-Progression

No

Roguelike Elements
Level generation, Randomized rooms, Randomized items

Screenshots

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I liked the art style, use of sounds effects, and impressive to have a boss fight. It was a bit short since I just ran in, killed two guys, then shot-gunned Cthulhu. It was fun, but I don't know how this is a roguelike.

Developer (1 edit) (+1)

The map randomly generates every run, in the vain of tboi or etg, maybe you got a bad seed?, the rooms arent super varied as we took a page from the rogue-likes that inspired us and made preset rooms that any of the rooms could become but due to time restraints that we all suffered there weren't a lot of rooms we made.

The level generation algorithm chooses the furthest grid space that is also a room to be the boss room, so there is a quirk where it generates a diamond like floor shape and that causes all paths to be very short.

Thank you for your feedback and compliments to the art, I handled that while Penguin did level generation and enemies. I hope that cleared it up if you still don't understand maybe he can shed some more light on it.

:)
* edit *

I have looked at the algorithm and what i noticed is the boss room spawns usually abt 2-3 rooms away because the target the amount of rooms the system wants to make is 12, every other grid position is filled with a hallway so that 2-3 away is actually 4-6 away so finding the right way to go can make the level feel small but in actuality the level gen is just janky


Developer

it is janky but it works

Submitted

Love the art and ambience, very atmospheric and combat feels pretty good. Great job!

Submitted

That screaming sound got me the chills omg! Couldn't figure when I hit or didn't hit the enemies, A bit more feedback would be a great addition! Loved the artstyle, the atmosphere is very intense. Well played!

Developer

definitely 100% adding that in after the jam, I handled the player (including weapons and bullets), whereas Penguin handled enemies which is why we didnt get any sfx or particles for the enemies getting hit cause we both did them with like no overlap on our own. The all the audio is messed up in godot (no clue whats going on) so balancing the noise levels especially for that "ambient"  noise was like just an afterthought i never got to by the deadline :) thank you for your feedback!

Submitted

Nice visuals, smooth play. A bit more visual feedback would've been nice, but it's already fun the way it is.

Submitted

Love the style here!

Submitted

Art and atmosphere goes really well together. 

Since this is an action battle, a bit more feedback would be nice (like when you hit an enemy or get hit by an enemy)

Still need to figure out what the different guns/items do, but overall fun gameplay. 

Submitted

I really like the art, and it was a nice jam, really reminded me of what a simple png or svg could do, felt immersed and part of the world oddly enough. I wonder if there were more upgrades or if I saw them all, I liked it!

Developer

i think there were 7 guns, and 6 passives? not too sure on the numbers but one run shows most the content we managed to make, I had quite a few sprites mad up for items and weapons that didnt make it in. Thank you for ur feedback!

Submitted

Loved the artstyle, however the enemies could have a bit more feedback.

Submitted

Man that eldritch ambience noise really caught me off guard at first xD but fun little game! It could’ve maybe used like a radial reload timer near the cursor or on the HUD to signal how long a reload will take, but still a nice fun romp all around.

Developer

Yeah, its supposed to be like really quiet and subtle but somewhere in the process it got louder and I hadn't noticed

Thank you for your feedback :)

Submitted

I definetely love the boss fight, and all smooth animations and sounds you've added to the game. Great work!