Foon →
Ludum Dare Explorer →
LD43 →
Contagion
Contagion
By mrnyarlathotep
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 414 | 2.92 | 30 | |
| Fun | 437 | 2.64 | 30 | |
| Innovation | 462 | 2.41 | 30 | |
| Theme | 465 | 2.55 | 30 | |
| Graphics | 194 | 3.53 | 30 | |
| Audio | 200 | 3.16 | 30 | |
| Mood | 206 | 3.25 | 29 | |
Comments
oxrock
2018-12-03 15:48
My understanding is that you're allowed to bug fix after the time limit has passed. You're just not supposed to implement new things.
Does the look feature ever reveal anything? I tried it time and time again but always seemed to get the same 3 responses. It reminds me a lot of dungeon exploration games I played as a child, and I'm probably just as bad at them now as I was then. Man, it took me FOREVER to find the first ladder! Anyhow, congrats on yet another game done to keep your streak alive.
@oxrock - Some of my bug fixes would have definitely veered into 'new implementations' territory, and I generlly like to give an honest impression of whats achievable in the time limits allowed, if for no other reason than LDJam newbies who play this don't get too discouraged about whats possible
The look feature was intended to be more of a 'search' feature where sometimes you can find hidden food caches, but you know, features cut to hit a deadline XD
Great work, artwork looks amazing and gameplay is pretty fun. Great entry, well done
jcmonkey
2018-12-03 18:26
so a couple things. i probably shouldnt be able to go over 100% health, and i went into negative food which probably should have stayed at 0, but started taking damage or something. and with the fighting it was cool, but maybe roll a dice to see if you take damage each round instead of taking damage every hit. after floor 2 the exploring got repetitive and i knew that it was just a grid pattern for the floors. have a bit of variation in the map so its not so easy to traverse. with some polish, more enemy types, weapons and armor this could be a nice game.
Was fun for a bit. Would be nice to have more variation in encounters and a "minimap would be priceless" - My friend
@jcmonkey - oops, yeah, seems I only check for going below zero in my 'active' food drains, not my passive ones, good catch. Would make more sense for passive drain to be health rather than food in general too thinking about it now, what with the concept being you have the plague and all.
Yeah, more advanced floor generation was backburnered for time constraints - I just went with a nested for loop for this build.
@william-derksen - lol, an auto-mapping feature was *definitely* not on the cards timewise for this entry; a lot of the old school dungeon crawlers had you drawing your own maps with graph paper 'back in the day' XD
Got trapped by a chest. Ouch!
Great Job! Was a great call back to the old dungeon crawlers.
salyon
2018-12-04 00:49
You managed to create a very minimalist dungeon crawler, so gratz for that!
It lacks just a little bit more of variation and less randomness, specially in the search for the stairs.
I played until floor 11, does it have an end?
@salyon - the end was inside you all along! (no, sorry, its mostly procgen, I'm impressed you managed to juggle resources that far though)
yirggzmb
2018-12-04 03:07
This is really cool. Definitely has a lot of potential if you choose to continue working on it.
Teeny tiny minor bug I didn't see mentioned: The text doesn't ask you what you want to do about the chest until after you've opened it. Like I said, super tiny.
Awesome! Has been on my list for a while to make a 3D dungeon crawler at LD, never got to it. Very glad that you made one so I could play it... :D Like the minimalistic style and think you could improve upon this concept to make it a bigger game. Well done, nice LD entry!
Really nice game! It's like some Ultima and classic Might & Magic games, as I remember:)
I liked that you go on a journey through this dungeon thing. I had a problem facing certain enemies that seemed like they couldn't be killed I ate all my food and I wasn't able to kill the enemy. It would have been nice to see some variation in the room types. Keep up the good work!
@owen-rees - unkillable enemies is one of the bugs that happen if you restart via the ingame restart button unfortunately; I lose an object reference somewhere on a scene reload and couldn't figure out where :(
nkrim
2018-12-04 20:46
Like the idea of a stripped down dungeon sim where you're self-sufficient on food (no stores or anything) and I definitely like the idea of the story, if this were fleshed out I'm sure it would be really cool. Great game!
Artworks are awesome, the game is very cool. I really like it, even if I'm a noob! :sweat_smile:
Very good job! :v:
I love that you used LD as an opportunity to make an engine out of your comfort zone! Lovely game, I had fun exploring! One question: if health goes above 100%, why do you need the "food remaining" indicator? I basically ate all the food I had until it became 0. Great job overall, and loved the graphics :)
@christina-antoinette-neofotistou - my programmer art is at best 'functional', especially compared to what you make, but I'll take the compliment!
Love how this reminds me of some old school RPGs like Wizardry, Might & Magic and Bard's Tale. Pixel art was really appealing and I liked the music too. I didn't understand at first how the movement controls related to my in game movement through the world. Some indicator of how I was moving through the world such as a quick animation would have helped.