FoonLudum Dare ExplorerLD44 → Flash Dash Dungeon

Flash Dash Dungeon

By raymoclaus

View on ldjam.com

CategoryRankScoreCount
Overall3043.2528
Fun2433.2128
Innovation1833.2628
Theme823.7528
Graphics2313.4228
Mood3592.8126

Comments

danga 2019-04-29 03:35

Hey dude cool game, I enjoyed the color scheme of the walls especially. It's a really neat idea though and with some polish could feel good to play, there were a few 1 second clenchers there. One thing I might change is to reduce the time between levels, I wanna move as fast as I can in the game!

c0d3d 2019-04-29 03:38

I really liked the game!I felt like combat was a bit lacking a bit more you can avoid it type of thing. However the art, time limit, and randomly generated levels were awesome!

kyavi 2019-04-29 04:11

a groovy little game! getting some good procedural generation in is a great accomplishment :) i love the shop in relation to the theme, trade offs are super fitting and make the game interesting. combat is a little rough.

cute dungeon owls are a fantastic way to win people over ^-^

azimuthgames 2019-04-30 02:58

I didnt realize at first how well theme fit besides your limited time, but the shop really sold it for me. I really liked the choices and difficult decisions presented by the shop items. Max reduction, current reduction or additions. I think some of the max reductions felt strong, like half of your max, but maybe it was something I would get used to as I played more of the game.

mharring 2019-05-02 01:39

Love the graphics! Felt like an NES game. The attack seemed a little too slow - I was frequently getting hit when I thought I had swung my sword first. The generated levels were a great idea, but 3 levels in a row for me generated the ladder right next to my spawn, so I think the algorithm needs a little tweaking. Overall had a great mood, nice work!

orangejuicepanda 2019-05-02 01:44

Having the health be time and time being money was some really nice flavor. The ladder placement was a bit too generous at times and I wish there was minimap of where I have been. Overall really fun game though.

silvervalegames 2019-05-02 01:47

Good job on the random levels and the artwork! I felt that not being able to move while attacking coupled with the enemies pushing you back made me want to avoid combat at all costs, so it just felt like a pointless mechanic. Good mood and pixel art.

babyking 2019-05-02 02:58

The attack animation length and hitbox don't lend to intuitive combat but I love the sprites and the idea! Thank you for sharing.

boxedmeatrevolution 2019-05-02 02:59

I love seeing an entry with randomly generated levels! Played up to level 17 (the levels start to get real big!)

I noticed there's a bit of an exploit in the shop. The item "halves damage, gain 12 seconds" is very strong. You can buy it arbitrarily many times, and then spend the seconds on other things. This way you can effectively get infinite speed, infinite time, and infinite max time. Your damage output goes to zero, but that doesn't matter when you're super speedy and have all the time in the world :stuck_out_tongue_winking_eye:

Regardless, I had fun playing this game. It was well put together, with a reasonable increase in difficulty each level, and fun game loop. Good entry :smile:

killedbyapixel 2019-05-02 03:04

I think you have a really good start here! Good concept and art! You need to improve the combat though, and more importantly there needs to be a reason to fight, it seemed like my best option was to avoid it.

I think you can actually make it much more fun only changing a few tiny things, try this idea: Spawn way more enemies but make them only take 1 hit to kill. For every enemy player kills they get a few seconds added to their time. Also, don't stop the players movement when they attack, and speed up the level transition, if your game is about being quick, it should echo that everywhere.

nick-rafalski 2019-05-02 03:06

This is an awesome implementation of the theme. I really had some tough choices like adding more time NOW but sacrifice maximum time later. The pixel art is very cohesive and the whole game feels very solid. My only issue is that attacking seemed very sub-optimal since killing enemies doesn't benefit you in any way (unless I missed it). Better to just rush through every level and avoid them. Still, I really liked this!

fanmanpro 2019-05-02 03:19

That was really cool. Loved the random levels however the economy was spot on. Didn't play long enough to tell whether it was all balanced but it was enough to know it is something I'd play for hours if it was taken beyond a 48 hour game jam :sweat_smile: Keep it up, I'd like to play more.

nandon 2019-05-02 03:28

Very cool idea here, but extremely broken powerups. You could just keep adding seconds, and then add all speed, then just run to the next level avoiding everythng. Would seriously love to play a balanced version of this game!

hpmnk 2019-05-02 03:34

The idea is really interesting, having your lifebar being a timer. The idea can definitely fit a full game, it can be very juicy. I like the feel it gives to the player, to be always in a hurry :D

Impressed it's a compo : o

raymoclaus 2019-05-02 04:23

Thanks for the feedback @danga @c0d3d @kyavi @azimuthgames @mharring @orangejuicepanda @silvervalegames @babyking @boxedmeatrevolution @killedbyapixel @nick-rafalski @fanmanpro @nandon @hpmnk.

I've updated the description addressing most of the recurring feedback. In the interest of fairness for the game jam, I will not be updating the game during the voting period unless there are major bugs that break the game.

For those of you that are looking for a more challenging and/or balanced way to play the game. Avoid using the grey crystal powerup in the shops that gives you extra current seconds. Not much time was given to balancing the game so this was an oversight.

krapht 2019-05-03 11:59

the combat was a little to clunky for my taste. Running around the enemies was the only valid option.

euler-moises 2019-05-05 14:25

I love Dungeons games. The fact that the map is random often causes the exit to be in the second room. I liked the pixel art, but lacked an essential thing for the climate dungeons: the Music and the sound effects. Here's a tip for future improvements. Congratulations for the game! I also have a game on LD44. Try it, rate it and comment. Please.

 https://ldjam.com/events/ludum-dare/44/junkebox-panic

oddsocks 2019-05-05 17:50

Fantastic game. Really enjoyed it. The colour scheme and pixel art is great. The shop was a really interesting feature. Pretty awesome for just 48 hours of game dev! Congrats.

ursagames 2019-05-06 10:11

Hey there! Just letting you know that the last day of my LDJAM streams (https://www.twitch.tv/ursagames) will be this Monday night around 7PM PST. Since you selected to wait for you to be in chat, your games will be played near the end of the stream if you can't make it! Thanks for sharing your game with the stream, hope you can make it!

cheesepencil 2019-05-06 16:58

Big fan of procedurally generated content. Aside from lack of sound, this is a near perfect compo entry. Tight game loop, passable controls, enough complexity to impress but not so much the game is incomplete. I'm probably the minority but I also adore time-scoped game play, especially in bite-sized experiences like jam games. Everyone who plays this is a speedrunner lolololol :runner:

My high score was 6 without exploiting the grey powerup.

kappa-b 2019-05-07 03:30

Hey im glad you made it to LD last minute, i enjoyed the company while developing. Your game turned out really well, you should be proud. I love the pixel art and the procedure generation made it refreshing. well done hopefully ill see you next LD

ursagames 2019-05-07 03:40

Thank you for submitting your game to be played on my stream!

Once the stream is finished you can find the video here: https://www.twitch.tv/ursagames/videos If you want to know when it was played you can find your game in the queue here: https://tinyurl.com/y5rdokvp

ddrkirbyisq 2019-05-12 22:59

Interesting concept, only the gray and yellow crystals seemed to work for me though? (the clickable area of the yellow crystal was also quite confusing.

Consider changing the design of the enemies + level layouts so you are more incentivized to fight them, it's a shame you programmed the attack animation only to have it not be very useful!