Instructions

Note: The WebGL build may be missing some features and has not been tested AT ALL. (Not like the Windows version is much better, but still). If possible, please download the Windows version, it runs much, much better. 

Controls:

  • WASD - Move
  • 1, 2, 3, 4 - Select ability.
  • Mouse - Aim 
  • LMB - Use selected ability, or perform basic attack if none is selected.
  • RMB - Recall summons. This can be used to trigger specific behaviour relating to the summon's abilities.

Each room rewards you with actions or modifiers which can be swapped with your currently equipped slots. There is a maximum of 4 modifiers on each ability, and apart from the basic attack, up to 4 actions can be applied to an ability. 

  • You cannot have duplicates of the same action or modifier in the same ability. However, having duplicates across different abilities is allowed.
  • Swapping a slot of the same type and level as the selected slot will upgrade the slot's level.
  • Swapping a slot of a higher level into a slot of the same type will simply replace it with the higher level.
  • Slots of different types can be swapped as long as it does not break the first rule. However, you will lose what was in the slot that was selected.

In order to close the reward screen, you must use up all of the selection chances. The portals to the next room will appear afterwards.

After about 10 or so rooms, the portal to the boss will be available. You can choose to enter this to face the boss and end the game, or to continue to upgrade your abilities by choosing other rooms.

Theme

Game made in 2 weeks for Acerola Jam 0. 

The theme for this was "Aberration", which I interpreted to be about changing things in weird ways, so the concept here is that each ability consists of a bunch of actions and modifiers which can be swapped around to do some weird things.

Unfortunately, I ran out of time to do actual SFX/VFX/icon polish, and there's still a few features that didn't make it into the game.

Acknowledgements & Source Code

While not strictly necessary for the submission anymore, I have published the source code on GitHub which also holds a list of acknowledgements that are also detailed here.

Sound effects, cursors, UI, and some particles are taken from Kenney's Assets. Models and textures were made by me, and the ambient background music was made by haphazardly playing MIDI into Spitfire LABS through Cakewalk. All code, save for Kaimira Weighted List and much of the character shaders, was written by me.

The main font used is Hedvig Letters Serif from Google Fonts (which is also used for this page).

Note: The base mesh for the character models was made prior to the jam for a separate project, but textures, clothing, and any other modifications to iron out issues with the models was done during the jam itself. 


Bugs

Most of the bugs I've encountered were only in the build, and they only happen occasionally, plus I did not have the time to troubleshoot them all. So far, there's one bug that occurs where the player is unable to take damage, but this seems to happen randomly and restarting the game fixes it.

StatusReleased
PlatformsHTML5, Windows
Author3ggplants
GenreAction
Made withUnity
Tags3D, Anime, Roguelike, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Download

Download
Into The Mist Lake - Windows 84 MB

Comments

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Itch somehow decided to disable the Windows downloads for this, but I updated the page to show it. The WebGL build is known to lag pretty badly, probably some export issues, so once again, play the windows version if you can.