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Labyrinth Quest 1.2.0

Overview

Solve small puzzles and fight enemies to navigate through the labyrinth. 

Features 

  • Solve a variety of different obstacles and puzzles 
  • Play story mode or treasure mode 
  • Complete 135 levels 
  • 8 different areas, each with their own obstacles, enemies, items, and effects
  • 3 gamemodes
  • 7 boss battles
  • Battle different enemies with an array of different weapons 
  • Collect interesting treasures 
  • A full level editor, to create your own levels 
  • Great soundtrack adopted from Eric Matyas 
  • Configurable controls

Credits 

Programmed by Daniel Gaull (Duoplus Software) 

Sound Effects from freesound.org 

(Full credits inside the game)

Troubleshooting

Directory for Troubleshooting Pages (WIP): https://docs.google.com/document/d/1PRMgfmJslWmMWJvDn4lPkEOYlVlQwvt_fjQkZlnXZaA/...

Update Log 

If you would like the installer for an older version, contact us at duoplussoftware@gmail.com

1.2.0 (6/6/2019):

  • New gamemode: Relic Mode
    • 3 new zones: Wilderness, Snow, and Sky
      • Sky levels are all platformers
        • Storm Level Variant: Storm levels are a special variant, that have rain and random lightning strikes
      • Each zone has 20 levels, for a total of 60 new levels in this update
  • Enemies:
    • Bee
      • Low health and damage, short range, medium speed
      • Used in Wilderness levels (when spawned from beehives)
    • Beehive
      • Spawns 5 bees every 5 seconds
      • Used in Wilderness levels
    • Rat
      • Medium/light enemy; moderate health, damage, and speed
      • Used in Wilderness levels
    • Bear
      • High health & damage; doesn't take knockback
      • Very slow speed
      • 2 attacks: a Swipe (less damage) and a Slam (high damage, shakes the level - 15% chance of occurring instead of a Swipe)
      • Used in Wilderness levels
    • Corrupt Forest Spirit
      • High health with medium damage and speed
      • Shoots Thorns
      • Turn into Forest Spirits when their health reaches 0
    • Snowman
      • Medium health, damage, and speed
      • Throws Snowballs
      • Spawned by Arctic Witch
      • Used in Snow levels
    • Ice Wizard
      • Higher health
      • Shorter range; needs to walk over to attack
      • Shoots Frozen Spells, which can freeze the player temporarily
      • Used in Snow levels
    • Ghost
      • High health & moderate damage
      • Used in Snow levels
    • Ancient Miner
      • Humanoid enemy, attacks w/ pickaxe
      • Moderate health, damage, and speed
      • Spawned by Vitreus
      • Drops pickaxe
      • Used in Sky levels
    • Vitrite
      • Floating rock head with red eyes
      • Doesn't move; shoots red lasers constantly in whatever direction it spawns in facing
      • High health, very damaging if you get caught in the lasers
      • Spawned by Vitreus
      • Used in Sky levels
  • Allies
    • Allies are entities that help the player by attacking enemies. Enemies will also target allies.
    • Forest Spirit
      • Moderate health, speed, and damage
      • Shoots thorns
      • Spawned after defeating a Corrupted Forest Spirit
    • Elf
      • Higher health & damage
      • Knife as weapon
      • Help fight Arctic Witch
  • Weapons
    • Snowball
      • Medium weight; low damage and knockback
      • Used in Snow levels
    • Ice Knife
      • High damage, medium knockback
      • Used in Snow levels
    • Bolt
      • Summons lightning
      • Used in Sky levels
    • Staff of Life
      • One of the three relics (Wilderness relic)
      • Left Click: Green orbs (place bushes & deal damage)
      • Right Click: Red orbs (destroy bushes & deal damage)
    • Ice Ring
      • One of the three relics (Snow relic)
      • Left Click: Shoot frozen spell (freezes enemies & has high damage)
    • Thunderblade
      • One of the three relics (Sky relic)
      • Left Click: Sword swing attack (high damage)
      • Right Click: Shoot bolt storm (lightning projectile)
      • Middle Click: Summon lightning bolt
  • Special Tiles
    • Wild Grass
      • Obstacle in Wilderness levels
      • Destroyed by using Sickle item
    • Water Tile
      • Obstacle in Wilderness levels
      • Can only be moved on when character is in a boat
    • Dock
      • Obstacle (non-collideable) in Wilderness levels
      • When wood is used on it, it will place a boat if there is water in the direction it is facing
      • Click on boats to board, and click off boats to disembark
    • Snow Drift
      • Obstacle in Snow levels
      • Destroyed by using Shovel item
    • Avalanche
      • Giant snowball that appears in Snow levels
      • If it is next to a non-solid tile, it will roll in that direction
      • Instantly kill the player on impact
      • Break after hitting an entity or solid tile
    • Bounce Pad
      • Special Tile in Sky levels
      • When stepped on, will launch the player into the air higher than they could jump
    • Crystal
      • Obstacle in Sky levels
      • Broken with Enchanted Pickaxe
      • Drops Magic Shard when broken
    • Crystal Barrier
      • Obstacle in Sky levels
      • Opened with Magic Shard
    • Enchantment Altar
      • Special Tile in Sky levels
      • When you click on it with a pickaxe in your inventory, it will enchant it and turn it into an Enchanted Pickaxe
    • Skybridge
      • Obstacle in Sky levels
      • Use wood to build the bridge so you don't fall through it
      • Spawns as a non-collideable tile
      • When interacted with, becomes solid
      • Has a pre-built variant that can be placed in the Level Editor
    • Shield Crystal
      • Green crystal in Vitreus level
      • Broken by Enchanted Pickaxe
      • Needs to be broken to take down Vitreus' Shield
      • Drop Healing Vials (heals a small amount of health)
    • Sign
      • Non-collideable Special Tile
      • Not used in any new levels
      • Text can be edited in Level Editor
      • Text can be read by hovering over the sign with the mouse
  • Bosses
    • Arctic Witch
      • Two phases
      • Phase One:
        • Spawns Snowmen; doesn't directly attack player
        • Shifts to Phase Two after she has a clear path to the player
      • Phase Two:
        • Two attacks that she alternates between
        • Giant Snowflake: A projectile that will spin, fire, and gain then lose speed as it gets closer to the player, despawning once its spinning slows down
        • Ice Spell Barrage: She will shoot a barrage of ice spells at the player
    • Vitreus
      • Also has two phases
      • The color of his crystals show which attack he is using
      • Phase One: Shield is up, lighter attacks
        • Summon Ancient Miner (Orange): He reaches his arm out and summons an Ancient Miner near the player
          • Pickaxes will need to be enchanted to break the Shield Crystals
        • Laser Barrage (Purple): He points his arm at the player and shoots a barrage of purple lasers
      • Enters Phase Two once all the Shield Crystals are Broken
      • Phase Two: Shield goes down, uses both arms, more and stronger attacks
        • Summon Lightning (Yellow): His arm raises up and he yanks it down, summoning a lightning bolt near the player
          • Can be dodged by taking cover
        • Laser Barrage (Purple): He points his arm at the player and shoots a barrage of purple lasers
        • Summon Vitrite (Red): He points his arm and summons a Vitrite
        • Throw Boulder (Green): He raises his arm, then throws a Boulder at the player
          • Strong projectile, takes out a big chunk of health
        • Big Laser (Blue): He points his arm at the player and fires a big blue laser, which sustains for a few seconds
          • Even after fired, if the player walks into the laser's path they will take a lot of damage
  • New Particles:
    • Leaf particles (Used in Wilderness levels)
    • Snow particles (Used in Snow levels)
    • Rain particles (Used in Storm levels)
    • Arrow particles (Used by Bounce Pad)
    • Float Dust particles (Used by Bounce Pad and Air Shard)
    • Smoke particles (Emitted by Fire)
  • Consumable Items:
    • Air Shard
      • Used in platformer levels
      • Allows player to double jump
    • Healing Vial
      • Dropped by Shield Crystals
      • Heal a small amount of health
    • Healing Potion
      • Now only heals 10 health (previously 20)
    • Ultimate Healing Potion
      • Heals all health
      • Unimplemented
  • Can now place Wood, Chaotic Wood, and Metal in the Level Editor
  • Enemies will now show health bars if they are not at full health
  • You will keep sliding on ice even if you try to move in another direction
  • Increased health  of Skelelord from 50 to 75
  • Increased health of Ignitus from 75 to 125
  • Increased health of Oceanus from 125 to 200
  • Increased health of Orcorus from 200 to 250
  • Decreased damage of Orcorus' laser from 35 to 20
  • Decreased health of Treasure Guardian from 400 to 300
  • Treasure Guardian now only spawns 5 Guards
  • Gold wall variant (used in Sky levels)
  • Player now jumps higher the longer you hold the jump key
  • Entities die if they fall off the screen in platformer levels
  • Death Messages in Death Screen
  • Added restart keybind to instantly restart levels (defaults to "R")
  • Jumping/falling sprites in platformers
  • Orcorus now has 2 arms (left arm is only for visual purposes, and does not attack the player)
  • Removed some notes and added some new ones (Treasure Mode)
  • Added a button to reset Universal Settings (U-Settings) on the Start Menu
  • Changed Textures:
    • Level Editor Tool Textures
    • Bow texture/animation
    • Chaos Bow texture/animation
    • Chaos Arrow texture
    • Sword
    • Ancient Sword
    • Ancient Dagger
    • Pickaxe
    • Axe
    • Battle Axe
    • Ignitus head texture
    • Heart and Bubble textures
    • Snow decorations
  • 31 Issues Fixed:
    • Issue #17: Buggy flickering w/ value sliders
    • Issue #22: Large user avatar files crash the game - max size of avatars is now 1MB (1024B), and current avatars won't be affected by this restriction
    • Issue #23: Game is still running even when closed and can only be stopped by Alt+F4 or a force stop
    • Issue #24: First time unlocking treasure mode, first level plays final cutscene + credits
    • Issue #25: Particles remain on screen after the player dies
    • Issue #27: Magic Staff name displayed as "MagicStaff" when hovered over
    • Issue #28: Player still tries to attack "No CanInteract" enemies with melee weapons
    • Issue #29: Crash when trying to attack enemy without a weapon
    • Issue #30: After an enemy is copied in the level editor, its "CanInteract" value is not preserved
    • Issue #31: Death menu shows up again when user hits "main menu" then starts another level
    • Issue #32: Level 54 (fortress level) doesn't reset once it is attempted once
    • Issue #33: Standard loaded levels don't allow for platformers
    • Issue #34: Level select buttons don't always correspond to the gamemode they belong to
    • Issue #35: Player can copy "Nothing" in the Level Editor
    • Issue #36: Enemies sometimes attack player, then walk up as high as they can
    • Issue #37: Player can walk around on the bottom of the screen in platformers
    • Issue #38: Entities don't die after falling off the screen in platformers
    • Issue #39: Possible second crash after a first crash, resulting in an uncaught null exception
    • Issue #40: Walk animation keeps playing when player tries to walk into a tile that they collide with
    • Issue #41: Game can be paused while the death screen is showing
    • Issue #42: If player leaves a level while jumping or falling, the game will persist this value into the next level they choose (even if it isn't a platformer)
    • Issue #43: Flawed pathfinding w/ enemies and platformer levels
    • Issue #44: Health bar doesn't reset when user retries a level
    • Issue #46: Decorations don't show up
    • Issue #47: Decorations appear in the wrong cells
    • Issue #48: Explosive fireballs don't deal extra damage when they hit an entity
    • Issue #49: Character can instantly finish platformer levels when reset in the Level Editor
    • Issue #51: Textbox hints that show when hovering render under other elements
    • Issue #53: Incorrect width drawing w/ attacking and taking damage at the same time
    • Issue #54: Enemies won't attack you if they are in the same node as you but not within their attack range, and get stuck
    • Issue #56: Decorations show in platformer levels as if it is a non-platformer


1.1.5 (1/30/2019):

  • Changed textures:
    • Wood
    • Metal
    • Chaotic Wood
    • Tree
    • Mine
    • Fire Mine
    • Aqua Mine
    • Chaos Mine
    • Treasure Mine
    • Ice Mine
    • Ice Wall
    • Ice
    • Dynamite Wall
  • Some projectiles are now slightly affected by gravity
  • Cloud (wall variant) w/ smaller hitbox than normal walls
  • The level editor now includes a "Can Interact" option for enemies
    • Setting this to false will prevent enemies from being damaged, moving, attacking the player, or making sounds
  • New types of Decorations, which can be set for each level in the level editor:
    • No decorations
    • Cave decorations: skulls, bones, broken tools, cracks
    • Wild decorations: flowers, leaves, sticks
    • Ice decorations: frozen plants, snow
  • 6 issues fixed:
    • Issue #15: You can interact with the window using the mouse even if the window isn't active
    • Issue #16: FPS rounds to 5 decimal places instead of displaying a whole number
    • Issue #18: Variant isn't reset when switching between items, causing crashes and incorrect behavior
    • Issue #19: Key doors placed are sometimes invisible
    • Issue #20: BG color button doesn't change color when a level is imported
    • Issue #21: Can't override a cell of the same type, even if it has a different color or variant


1.1.4 (11/6/2018): 

  • Added mouse fade in/fade out effect during credits 
  • Slightly changed dangerous sludge graphics 
  • Increased radioactivity of dangerous sludge 
  • Increased jump height 
  • Level number now displayed in the pause menu 
  • 6 issues fixed:
    • Issue #9: Ice replaced with a brown door in classic levels 
    • Issue #10: Orcorus drops the wrong key 
    • Issue #11: Ctrl+W popup shows when credits are playing 
    • Issue #12: Mouse is still hidden once credits finish 
    • Issue #13: Story plays when treasure level 1 is selected 
    • Issue #14: Crash due to installation error 

1.1.3 (11/1/2018): 

  • 1 issue fixed: 
    • Issue #8: Dynamite and dynamite walls don't save correctly, and therefore don't load in with their respective colors 
  • Small installation patch 

1.1.2 (10/29/2018): 

  • Small patches to fix installation issues 

1.1.1 (10/28/2018): 

  • Removed doom particles from ravine 
  • 2 issues fixed:
    • Issue #6: Intro doesn't play 
    • Issue #7: Bridge doesn't have correct rotation when ravine is rotated 

1.1 (10/27/2018): 

  • Completely new level file format, with a lot of new features for custom levels:
    • Rotatable Special Tiles and Walls 
    • Can set the background color of the level 
    • You can set the color of keys and key doors to whatever you want, and key doors can only be opened with keys of the same color
    • All the previous colors of keys and key doors are presets in the color editor window 3 new preset colors: Light Blue, Gray, and Brown Green key color changed to a softer, lighter shade 
    • Colored dynamite - Like keys, only works with Dynamite Walls of the same color
      • Comes with 10 color presets 
    • You can modify the color of cobwebs 
    • You can modify the color of guards and warriors 
    • Ability to set independent variants of walls and mines (such as fire walls, aqua walls, etc.):
      • Two new variants of wall: 
        • Bush and Ice Wall (perhaps some new levels in the future...?) 
      •  Ability to add a river, lava river, River Lethe, or ravine with the bridge already installed (for decorational purposes) 
      • Right clicking opens a dropdown that allows you to modify the properties of a cell (the previously mentioned color, rotation, variant, etc.) 
      • Three tools in the level editor: Place, Delete, and Override 
      • Levels stored in the old format can still be loaded in the new format 
      • You can no longer use bosses in custom levels 
      • New variant of the mine: Ice mine 
      • Ability to modify the particles of a level 
      • Ability  to set level effects (underwater, fire damage, etc.)
      • Decorations


        • Decorations (skulls, broken tools, flowers, etc.) will be spread out in levels 
        • This is random, and decorations have a chance to appear in any cell that isn't occupied 
        • Slight change to gravity for players and items (in platforming levels) 
  • 5 issues fixed:
    • Issue #1: When saving user in settings, the user can't save unless they change their username since a user with that name already exists 
    • Issue #2: Items are the incorrect size in the Level Editor 
    • Issue #3: Crash after completing last treasure level  
    • Issue #4: Explosions don't damage the player 
    • Issue #5: Very rare bug where taking damage freezes the player

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dp-labyrinthquest-1_2_0-installer.exe 1 GB

Development log