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Judge feedback is anonymous and shown in a random order.
You play as Theseus tasked to slain the minotaur in a labyrinth. However aspects of the game makes this theme not work out.
The game is technically pretty straightforward and just tons and tons of grinding. The encounters aren’t really hard, they just kill you through sheer stats alone. Strategy doesn’t feel like an aspect of this game. I feel like my ally should’ve had spark, considering his claw attack is even thunder, and instead we both got splash so in terms of elemental weakness/strength the player has a major disadvantage. Character skillset is so samey, lack of polish or character synergy, honestly not really a good dungeon crawler. I never found a use for money.
The maps are bland and boring. The labyrinth structure doesn’t make sense which I guess is the purpose of the labyrinth but it makes navigation a bit of a chore as you try to remember where you went. You go through wades of brown some more flora or ground variations will remove the tedium of exploration. There are enemy encounters and some “puzzle” elements but I don't remember much about them. It needs a lot of polish.
Promising game barred down by lack of polish and boring battles.
Total – 40/80
Most graphics are custom and simplistic in design. They fit together quite well. The monster battlers are cute too. Mapping is a maze, but since this is a game based on the Labyrinth, that's completely understandable.
Sound effects really help the atmosphere out when interacting with various objects on the map. The music is used well and doesn't get boring over time despite the limited amount of tunes used.
There isn't much in the way of writing and dialogue. What there is is competently written. The story is pretty straight-forward - find and kill the Minotaur before escaping.
Gameplay consists of battling, crafting and interacting.
Being that the game is based on the myth of the minotaur and the labyrinth, there's a lot of maze-walking to be done. There's pots around the place which you can mix wine in (which you find in chests, wine bottles and as enemy drops) to dilute it and get a few weaker healing items in exchange for a wine (which has random status effects on use, but full heals).
There's also upgrades scattered around the maze in chests, and a character to join you and help you in battles.
Battles are in tiers - there are enemies that walk around on the map and random encounters. Random encounters are easier and can be ran from. On-map encounters are harder enemies and bosses and cannot be ran from. The on map enemies do not chase you but run around in a set pattern. Bosses don't move. This is explained to you and makes it easy to see which each are.
Battles are pretty decently balanced, though they skew more to the difficult side with enemies hitting hard, especially with magic. That said, you also hit hard and learn some very useful (and in one case, broken) skills that help even the playing field.
There's one skill that is supposed to hit a random enemy nine times but ends up hitting much more than that when in a single-enemy battle (say, boss battles~) and with a magic and defence debuff added each time an attack hits, it can make a boss into cheddar pretty fast.
I played all the way through. It was an enjoyable little romp through a maze. Granted, I got a bit annoyed with all the dead ends, but I kept on and it was worth it to windspin the minotaur to death in the first turn. Well worth it.
The theme was Greek mythology and it did a really good job at showing it off through the visual and mechanical aspects. Spells were aimed towards the type of skillset the son of Poseidon would have (water) and the use of wine and amphorae and the like really set the scene well.
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