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Dungeon Tycoon

By dadeyemi

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CategoryRankScoreCount
Theme783.88
Graphics1983.42
Overall2333.24
Fun2473.08
Innovation2653.08
Mood3502.79
Audio4812.04
Humor5452.00
Coolness71147

Comments

agumaster 2012-12-17 19:06

great concept

devenger 2012-12-17 19:08

I like what you were trying to do here, but some stuff didn't really seem necessary (e.g. multiple rooms really meant nothing more than that you could run away from a fight; the best strategy seemed to be to make one room a fortress full of zombies) or to work as described (the Epic Hero turned up after about 9 minutes, not 5). Also, the game seemed to glitch out crazily when I finally won - like it was playing the 'win' method every frame or something.

Gameplay quibbles aside, graphics were lovely, very thematic, good job.

goerp 2012-12-17 19:24

This one I played for quite some time. This is a very playable game. At no moment did I realise that this was a game that was made in 48 hrs.
I wasnt't able to unlock the items 2 and 4 though.
Rooms overflowing with zombies. Cool!

pillbrain 2012-12-17 22:57

Seems pretty fun, although I think it could have used an extra combat build choice or two, the zombies are quite weak and with the one option it hurts a little. Also I wasnt entirely sure what the dungeon value did.

pixel_phased 2012-12-18 15:55

Neat game, although the amount of rooms was kinda pointless, two would have been good.

hints 2012-12-18 16:00

Very dungeon keeper. Kind of slow paced though.

gravitygames 2012-12-18 16:17

This is really nice! Its really fun to play once you find a good strategy. The sound effects and graphics are both really nice. The only problem is that when you win, the hit sound effect keeps playing over and over really fast.Fix that (and maybe set the placing of objects to a grid), and this game would be even cooler. If you were to continue this, the first thing I would suggest (aside from fixing the sound glitch at the end) is to add more enemies. The zombies are really weak, and it takes a good amount of them to kill any heroes.

prealpha 2012-12-18 16:24

This is very similar to a design I've being mulling over for a while. It could be interesting to add some risk-reward concepts, for example, putting an item that heals the hero makes traps cheaper, you can put chests withe weapons in exchange of being able to hire stronger monsters, and so on.
One problem is to provide enough building freedom while making the hero move around the dungeon in a way that feels reasonably smart... sorry, digressing.
Good stuff.

shaneshanekavanagh 2012-12-18 16:31

This game really makes me dislike heroes. Good job!

caranha 2012-12-22 17:40

Very interesting concept. The dungeon might be a bit too big though. Maybe start with only two or three rooms, and expand as necessary? I played three times and I don't think I've seen the entire dungeon.

Also balance could be improved a bit to make the game more dynamic (making heroes, skeletons and hearts spawn faster)

Thanks for the game!

neonlare 2012-12-28 17:15

Great game for the mood and theme it created, but the dominant strategy of a can full of zombies was something I ended up using as well :(. The rooms didn't have too much function. Still very impressive for something made in 48 hours!

benjamin-soule 2013-01-03 00:53

I disagree about the previous comments about useless rooms numbers. Your gradual price balance is the solution. If the best strategy is to build all the pits in one room, I guess that just increase +X per room should be enough. I think that more traps and specific heroes would have make the game more enjoyable, but for 48 hours it's still very playable.