Play game
Living Labyrinth's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/15mTsUQJVLFTtCNtpluAlDqS3aHEVMwh6vYkO8VcUlGg/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
A dungeon defense game about love and death. You play as a powerful lich who must collect the souls of the deceased to resurrect your dead lover. Gain control over a maze-like crypt and prevent the intruders from stealing the urn before she’s resurrected.
Mouse and keyboard required
Mouse Cursor:
Drop elements on
LMB: Place placeable
RMB: Rotate placeable
WASD
Pan/Rotate Camera
Number Keys: (1-7)
Toggle placeables
Please explain how your game fits the theme:
You are the Labyrinth!
As the player accumulates souls from slaying adventurers, they get access to new traps, upgrades, and a larger spending pool. The game ends when the player has obtained the required amount of souls needed to resurrect. The player loses at any point if the Urn is carried through any of the exits by an adventurer.
Is there anything you'd like the judges to pay particular attention to?
we are all non programmers! We would love some feedback on gameplay design choices
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Comments
This is a fun idea. I had a bit of trouble keeping track of what was going on and felt like I ended up just clicking at random. It was unclear to me what the rules for trap placement were. Sometimes I could place them and sometimes I couldn't and it didn't seem to have anything to do with how many souls I had. Maybe it was preventing me from stacking two traps on the same square and I just couldn't see there was already a trap there?
Thanks for playing and the feedback! Do you remember which traps felt the least consistent? The two main rules are their soul cost and orientation. Traps that are placed on a wall obviously need a wall that's not being used by another trap, but there are some other use cases that aren't visualized well.
I think I had the most luck with the pit trap. Since that one is a floor trap it could be the orientation rule that was confusing me but I think it was mostly that things were so dark that I couldn't see what was already there.
Love the art and the fact this is a great little dungeon management sim. Love the tiny yells of the tiny adventurers. It's pretty east to understand but I wish there was a gradual taper in room size. Like a small room to begin with and then larger and larger dungeon you can build yourself or just manage to get to your soul goals. Overall I can really see this as a fun longer game. Great work!
Cool, clean UI and art.
A well-written GDD, too.