FoonLudum Dare ExplorerLD29 → Cave

Cave

By fueelin

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CategoryRankScoreCount
Coolness1100
Innovation7192.84
Theme7333.06
Mood8992.60
Overall9082.82
Fun9232.59
Humor9941.77
Audio10201.52
Graphics11981.96

Comments

gresponapps 2014-04-28 23:55

It didn't run.. nothing happens

otato 2014-04-28 23:59

Interesting twist on the roguelike genre. I really like having that path showing you the way but letting you explore off of it. Nice job!

gresponapps 2014-04-29 00:02

I got it working! Pretty nice game!

ccglp 2014-04-29 00:02

I like the procedural generation, good work here

xandy 2014-04-29 02:34

cool idea and nice levels. but sometimes your level generator produces broken levels: http://snag.gy/nB3ZE.jpg (i cant go in the caves or down the river)

micdoodle8 2014-04-29 03:04

Nice job! The levels are quite interesting and add some replayability. You lose your health quite quickly though.

fueelin 2014-04-29 03:12

Hmm xany, looks like you should be able to advance down the river but maybe there's an issue with the collision. If you end up stuck, you can hit R to re-generate the current level (keeping previous levels and the player's stats). I trust no one will use this to infinitely farm gold, because... why would anyone do that?

fueelin 2014-04-29 03:15

The enemies/health were added in the last ~90 minutes of the compo, so apologies that I didn't get to playtest that part too much. Combat is definitely not the best part of this game :)

gene-z 2014-04-29 04:35

Simple,, but interesting

uniquecorn 2014-04-29 04:40

So in your algorithm, corridors can spawn dirt blocks to block them and caves can spawn money or "C" or enemies?

kirbytails7 2014-04-29 04:41

Pretty cool. I like having the line-of-sight to reveal rooms.

hob623 2014-04-29 04:46

I liked the way that the levels branched off of a direct route, kind of made it feel more like I was exploring instead of being pushed through a tube. Nice game!

yo_milo 2014-04-29 05:09

I played for a while, fun rougelike...

Sadly, I couldn't kill any enemy, they are too strong...

I collected around 50 coins... :)

fueelin 2014-04-29 05:17

Yes, corridors can spawn blocks (dirt/stone/metal) and caves can spawn money, tools, and enemies.

stephan_h 2014-04-29 07:40

I like dungeon games. :)

The presentation was a bit sterile, but procedural generation makes up for it.

jlay 2014-04-30 00:16

Good job on the procedural generation. It was fun to play.

bmacintosh 2014-04-30 00:19

I had a strange problem where the camera didn't scroll at all. I tried generating a few levels, but I could never get more than a few coins before I was going out of the screen. No one else seems to, though.

fueelin 2014-04-30 00:23

There's no scrolling - looks like there must be a collision/level generation issue that lets you get outside of the level. Following the river off the bottom of the level is the correct way to advance to a new level. Sorry for the bug!

slamblasta 2014-04-30 06:37

I love games with generation. The infinite capabilities are really interesting and you handled it well.

kirbikaka 2014-04-30 07:33

Hey this game is pretty fun :D! It's awesome that it's procedurally generated :] The monsters were definitely hard though, you seem to die instantly even if you have full health. Because of this, I found that the best way to get to the lowest depth was just to run through the most direct route (since I didn't see a use for money anyways).
The game is simple and fun, nice work!

spotco 2014-04-30 07:34

Died instantly whenever I saw an enemy

fueelin 2014-05-01 04:31

I posted an updated post-compo version that fixes some of the issues people have mentioned, like the instant death/too hard enemies and walking outside the level, if anyone is interested in seeing more of the game.

delca 2014-05-01 09:58

That level generator \o/ Got stuck a few time because a seemingly-water tile would not let me go, but I just generated another level. That is pretty cool!
On the other hand, I could not find a way to kill enemies without losing at least a heart, which obviously limited my ability to go further down. Is this an intended behaviour ?
If you do not know about sfxr, you should give it a go. In roughly 5 minutes, you can generate some sounds for your game, to make it even better.
Great entry nonetheless, congrats!

fueelin 2014-05-01 17:37

You can kill both enemy types without taking damage - you have to be careful and take advantage of your attack having a slightly longer range than the melee skeletons. With the Post-Compo version, I've personally verified that the game is beatable :)

I think I've heard of sfxr before but haven't used it. I planned to record music but ran out of time for it; I'll definitely keep that in mind as a good backup option in the future if I don't have much time for sound.

neonlare 2014-05-01 23:38

A lil bit blank in terms of graphical presentation, but these kind of random gen games are always interesting to play with for a while. Simple but enjoyable for it of course :).

kogyblack 2014-05-02 01:00

Nice game. But I could only play once and onlu for the first level, since the game is being created above the top of my window and I can't drag it down, so I lose part of the game, sometimes to be unplayable... Maybe you set up a higher res than I'm using (1366x768) or just creating the window at the wrong position...

hyouko 2014-05-02 01:08

I felt like this could use some more audio-visual cues to know when you and/or the enemies are actually taking damage. Big props for doing a roguelike in 48 hours!

fueelin 2014-05-02 01:27

kogyblack - it's a resolution issue. I meant to post a version with a lower resolution after the compo ended but was surprised that it didn't seem to affect anyone. But seeing as you ran into this issue, I've added a separate version with a lower resolution that you/others can use. I didn't test it a ton, but the level generator seems okay working with a smaller space.

random-abductions 2014-05-02 19:10

Love the game, it reminds me of the old rogues on DOS. I like the idea of money but it has no significance but to be there as a score meter. The combat is a bit unpredictable but a nice edition. Would love to have had some minimalistic music and sfx just to increase the mood. Also like the water idea!

fueelin 2014-05-03 02:48

Theoretically the more money you have to throw in the pool at the end of the game, the higher the chance of your wish (presumably to get back to the surface) comes true, like throwing pennies in a water fountain. Of course, none of that is actually represented in the game :)

csanyk 2014-05-07 04:45

Really liked this one, despite it being very simple. The auto-mapping is well done, and the procedurally generated maps remind me of random dungeon generation in classic AD&D. Could use better a better combat system and more upgrades, and sounds.

snoringfrog 2014-05-14 01:54

The procedural generation was really cool. That's something I've been meaning to play around with, so I might actually end up looking at your source to see how you handled it, particularly since you wrote this in something I have experience with.

However, combat was very difficult (so difficult, in fact, that anytime I saw an enemy I died without even having a chance to just run away).