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CrumbleDungeon
CrumbleDungeon
By celdur
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 802 | 3.19 | 33 | |
| Fun | 780 | 3.03 | 33 | |
| Innovation | 586 | 3.17 | 33 | |
| Theme | 336 | 3.79 | 33 | |
| Graphics | 667 | 3.33 | 33 | |
| Humor | 753 | 2.26 | 28 | |
Comments
ransom
2018-08-14 20:31
I really enjoyed this! I think you've got the seed of a puzzle game here, akin to Chip's Challenge. I chuckled when I picked up the sword and saw how zig-zagged its blade was.
What would really help is if the sprites of the weapons on the grid matched their shape in the inventory. That way, you can plan your route more deliberately, and do less trial-and-error.
I also noticed a balance issue where you can attack move to attack a monster, and have an adjacent monster move onto the same grid space in the same turn, killing you before you can equip another weapon.
Overall, really good work.
This is pretty cool, you really have to think about how to best to approach the level. The inventory system is interesting and not what you'd expect from a game like this, good job. Fits well with the theme.
This was fun - nice to see a game that took itself beyond just the crumbling floor concept. A bit strange that I had to pull a weapon into my inventory, and then into my weapon slot instead of directly. Otherwise, everything was functional. I died to an enemy that move over a tile with another enemy in it - which broke my weapon and killed me in the same turn. I cursed a bit, then laughed. Fun game.
hauo
2018-08-15 17:10
Not bad! I really do like these turn-based dungeon puzzle crawlers, and you have managed to fit the theme in very well! The controls could however been a bit better, felt like i was missing a bit of precision with my mouse clicks as everything was so small, the inventory itself should have been larger (as in, visually, not more slots).
I really like the simplicity that 1 Weapon == 1 Enemy, making you have to plan your way. Was however not that fond of the random movements, it adds a bit of unpredictability I don't think gives anything good to what is basically a puzzle game disguised as a dungeon crawler.
A good game! was missing some nice sound-effects and music however, really makes a difference. Also think more about the small details, like some nice feedback when killing a enemy or picking up a item.
It was a short yet fun experience. The art was very lovely, and that "make it fit in the inventory" concept was really interesting. I'd be glad to see it expanded (with more levels for instance). Apart from that, I don't have much else to say that hasn't been told already. Good work ^^
It's a really cool game! Interesting idea and great performance. It fits well with the Ludum Dare theme. You must think how to use all the elements and how to move. A great logic game.
Maybe you will add some music and animations when you kill your opponent and fall down?
I think the idea has a lot of potential and I think it turned out pretty good for the time you had available. The destructible floors handled the limitation of space pretty well. The inventory slots and the weapon use limit was a good compliment to the floors, but I found having to drag the weapon multiple times was maybe too inconvenient.
I like the idea of this game. It has lots of potential. Great job!
nicso
2018-08-16 11:50
The variations of swords morphologies is a really nice touch
Nice job 👍
maroovan
2018-08-16 13:52
Wow, that was a very interesting innovative idea for this event. Perfect match for the theme. I tryed again and again but have no idea how to bet it properly (guess that there is only 1 or 2 ways to beat it). I really liked the graphics but missed the sounds a lot. Can't rate this game in humor though. Great job! 👍
A nice little strategy/puzzle game. Pitty there was no time for audio. For a one person game jam game tho its very impresive. I enjoyed the two in one gameplay of being concerned with what I have left, what to leave behind and what to use. The little puzzle in your inventory was a nice. My only minor complaint is it seems there is a very specific way to beat the map, tho im not sure as there seems to be 2 more weapons then their are enemies.
Great work, keep working on it, Its shockingly addicting.
Great use of the theme! Running out of space in both the level and your inventory is a cool idea. The sprite work is nice as well. I also enjoyed the feather/construction kit mechanics. I'd like to see the resolution scaled up a bit (was really tiny on my 4K monitor) and sounds would be great but time is always short and you mentioned starting late as well. Good job with this!
krp
2018-08-16 21:13
Would have been really, really good with audio. Hope this gets high up!
Wow, I reaaaaly like the pixel art in this game. Is there any change that those will be published with a CC license or public domain? :)
Interesting combination of the theme with a dungeon crawler. I like that you took it beyond just inventory management and added the crumbling floors as well to hit the theme twice! Wish there had been audio, and it might have worked better if I could drag a weapon directly to use, but I guess maybe that would have taken a bit away from the inventory management?
celdur
2018-08-16 22:59
@frittatenbank You're free to use them if you like https://i.imgur.com/V3AN6uQ.png
sidnoea
2018-08-17 00:46
The inventory system is slightly confusing at first, but a pretty cool concept. And some of those weapon shapes, lol. I like the puzzle aspect, but it would be a little better if I knew which direction enemies were going to move. Even though this is just a kind of demo, I'd be interested to see how it could be expanded on. Good job.
@celdur thanks, sol cute 😃
This was a really great proof of concept and a solid entry. It would have been so good if you had had the time to implement a win condition so the player had something to actually work towards, but the mechanics were really fun to work around and the art style was really cute.
If you made this into an actual dungeon crawler with lots to explore, different uses for the different weapons, and basically more polish and sound, it would be a really neat and fun experience! Nice job with your first finished game! Enjoyed playing it on stream.
the controls are a little weird, but you got a really fun game here - nice use of the theme and great inventory/movement mechanic - thanks for making this
yuigoto
2018-08-18 19:39
The overall concept and use of theme was really well done! As well as work on the graphics, which are really nice too! :)
Since you did it 1/3rd of the way, I'm pretty sure it's missing on a few points because of the time constraint, but it's really well done and challenging! :)
Some sounds and maybe some music would've added a bit more depth and mood, but overall is great! :)
Also, it plays a bit strange, having to manage the inventory and all (which makes the game move a bit slow), but I like having to manage the inventory as you did! Also, bent spears! :D
I completed the game. The think I liked the least by a distance is the amount of clicks and movement I had to do to pick up a thing and use it. It's quite clunky. When you walk on an object, you have to drag the object into your inventory and only THEN can you equip it, which one extra drag movement I could have done without. Also, some object that are weapons don't look like weapons at all, like the faucet, for instance (assuming it is one, pixel art FTW).
I got some desktop dungeon vibes. I like that the theme hit on two fronts: the inventory and the ground spaces running out. The limited times over a tile was a cool mix up to the puzzle element. Overall I enjoyed it!
loyance
2018-09-01 02:06
I found this turn-based movement very fun. Some weapons sprites made me laugh a little. I love inventory management, but boy do I suck at it. Good game