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Nought - Procedurally Generated Dungeon
Nought - Procedurally Generated Dungeon
By sacredbacon
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 344 | 3.19 | 40 | |
| Fun | 288 | 3.15 | 40 | |
| Innovation | 453 | 2.47 | 40 | |
| Theme | 447 | 2.68 | 39 | |
| Graphics | 363 | 2.93 | 40 | |
| Mood | 376 | 2.84 | 35 | |
Comments
s-a-m
2019-10-07 00:25
Not bad! The enemies sometimes stand on top of each other and become harder to kill. it's also sometimes hard to tell whether a shot landed because there isn't an sound indicating it like there is with enemy death. Just nitpicking though, good job :thumbsup:
really nice concept and polishing!
Interesting game, but really hard!
It would be nice if the enemies actually collided with each other instead of standing atop one another. As the person above said, it makes it really hard when I can't tell how many there are.
The laser feature is really cool. I wish I had an easier time finding that ammo because it really helped later on.
I also noticed a bug with the grenade where if I use it, then change rooms, the explosion will still happen in the room I moved into.
Otherwise, it seems like a good quickie effort. Could use a balance pass.
diaonic
2019-10-07 00:57
I actually really enjoyed it. I'd be lying if I told you I didn't try to push on the stones and the graves and was really hoping for a staircase. I couldn't figure out what the green grate looking things are for. Also don't underestimate the value of music, even some procedural generate music such as Abundantly Music is super easy to implement and adds alot to the game play. Overall very nice submission.
Nice game, Although I wish the connection to the theme was a little more obvious but I love the simplicity and reminiscences of old games like zelda so yay!
Wow thanks for all the positivity and notes, as for enemy collision i had to remove due to a bug but hope to implement during the Jam. Y'all are amazing Thanks
Pretty good! Almost felt like a mini Binding of Isaac, just needed some more powerups! Overall it was pretty fun, my only critique is I didn't really get a sense of progression going through the levels -- it would have been nice if the scenery changed or you had a goal in mind, like get to level 10 or something.
tmullet
2019-10-07 02:44
This is a lot of game for only two days. Adding procedural generation to a game is one thing but to implement it with zero flaws so quickly is awesome.
It does feel like the enemies overpower you too easily, there were certain points where I just had to give up because I was just cornered without a decent weapon.
It does feel familiar, binding of Issac comes to mind.
@davidsheadgames this was actually a bug , looks like i never actually initialized the .wav file for the hit thanks for pointing this out
jimbly
2019-10-07 04:00
This was really hard for me at the beginning - I seemed to die in the first room with enemies just about whatever I try :(. Maybe more interesting enemy movement patterns other than running straight at me would help. I sometimes seem to stop moving while holding down WASD, have to release and re-press the key to start moving again, and it's also really easy to lose the game window by clicking outside of it while trying to frantically shoot things.
After a few more tries, I finally got the hang of it, was able to make it to level 7 with 21 bombs before getting bored ^_^.
Really well done. I love how the good weapon (bamboo spears?) only gets consumed if you actually hit someone with it =). Level generation was relatively interesting. Art was simple, but effective, had a good consistent style.
it's awesome that you finish a game in two days! The concept is OK but i think you can do more innovations like the way of shooting because it does feel familiar,binding of issac comes to my mind, too.
iantyf
2019-10-07 14:01
Great work! Me at first: yeah this seems easy where are the enemies. Immediately after: holy there are 6(8?) waiting right here. Definitely very challenge at the beginning. I love the procedurally generated dungeon, especially there are more than just square rooms with doors on each side. I came across the cross one where I had to go out and stretch my arms a bit and then come back. Amazing.
Congrats on making a procedurally generated game in 48 hours! Great work.
Whoa that ramped up quickly. The dungeon generator itself is always my favourite part of making these games. Yours turned out nicely, as did the rest of the game. Nice job!
hcursino
2019-10-08 08:43
It is like the biding of Isaac but harder because the enemies won't die. Is there a ending or you just keep going down forever?
Cool game, once I figured out how to utilize the bombs enemies were dropping like flies. When going down a stair case however, I got this crash (I'm not sure which exception caused the game to freeze, so I'm posting all three):
`Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:909)
at java.util.ArrayList$Itr.next(ArrayList.java:859)
at dev.chancho.ld45.Board.render(Board.java:178)` ...
`javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported.
at com.sun.media.sound.DirectAudioDevice$DirectDL.implOpen(DirectAudioDevice.java:513)
at com.sun.media.sound.DirectAudioDevice$DirectClip.implOpen(DirectAudioDevice.java:1304)
at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:121)
at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1085)
at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1175)
at dev.chancho.ld45.Etch.(Etch.java:81)` ...
`Exception in thread "Thread-16" java.lang.NullPointerException
at dev.chancho.ld45.Etch.sound(Etch.java:182)`
ace17
2019-10-09 12:27
Fun but soooo hard! Also, without scrolling, aiming with the mouse feels inappropriate (e.g going to another room makes you aim in a completely different direction, this is a hindrance when you're trying to anticipate enemies when entering a new room (as they get to hit you very quickly).
alchemic
2019-10-10 03:49
The enemies are very aggressive! Giving them more natural behavior (e.g. waiting a bit before attacking you when you enter a room) would have helped a ton. Pretty fun game, the proc gen seems really solid.
Cute graphics!
shrapx
2019-10-10 13:33
I got myself to level 20 before deciding i won the game. Great procedural game design, in a compo entry! I streamed it here: https://www.twitch.tv/videos/492646992?t=01h12m01s
Wow, I just wanted to say thanks to everyone for playing and for your feedback. I've a debt of gratitude to all of you. If you enjoyed the Compo Release, I've created a ['Post LD Version'][1] that includes many community changes.
[1]:https://chancho.dev
marcin-j
2019-10-12 18:41
- Good procgen, I didnt encounter any wonky rooms. - My attacks felt lackluster, mayube they need a better visual and sound - Entering a new room sometimes made me feel lost, it's quite sudden. I'm not sure what to do about it. Maybe instead of 'teleporting' into a new room, scroll a map into it?
Enjoyable game overall.
suchista
2019-10-12 19:04
Yeah, after you understand the power of the bomb, the world is yours, since it generates more bombs. Nice gameplay, it starts to get repetitive after a few levels, but it is fun and the procedural generation is a plus. Not only bomb but also bullets aren't cleared when moving between rooms, so that would be good to fix, also maybe resetting enemies when you go out of the room, since they all appear even when you killed some earlier. The art isn't very pretty, but it gets the job done. Good job!
This game has a lot going for it. I like the mechanic and the generated levels. The enemies were very simplistic though. I'd love to see more interesting enemy behaviours. The game crashed on me after the descending down the stairs after level 3.
I got the error below, but it doesn't seem to be related, as the game also produces this error on level change without crashing.
javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported.
sokette
2019-10-20 13:09
Reminds me a lot like Binding of Isaac. Icons are not really explicit, and it's missing a lot of visual feedback, to understand if you missed or touched the enemies for example.
hiroboto
2019-10-20 16:38
Nice game, the levels are much fun!
gentel
2019-10-25 05:00
Nice dungeon crawler, I liked that I could regenerate my health and keep on playing. The dart was a pretty good upgrade. I definitely wanted a boss battle and some more types of enemies could have added a lot. The levels were generated in a fun way so I had to hunt around for the exit.
Funnily enough my favorite part of the game was a bug I discovered - I found that I could drop the bomb in the middle of the screen, then dash to the doorway and the bomb would explode in the identical position but in the next room and kill a bunch of enemies. Loved doing that.
pkenney
2019-10-26 18:47
I love the instructions where it tells you about WASD or arrows, very cool idea that fits so well with the overall look and feel of the game.
I had some cool throwback memories bubbling up from this one -- the smileface guy reminded me of playing original rogue on a PC with the ANSI extended character set, where smileguy was your main character, and the cracked tombstones reminded me of the graveyard in NES zelda.
I loved the minimap, a key feature in this game, and I had a fun time exploring and diving deeper. I did okay, but eventually the rooms came to feel a bit repetitive. The arrows were an interesting mechanic, although I didn't feel I had a ton of decisions to make about when to use them, and the enemies were all a bit too much the same after a while: just back up and kite. Eventually I started sprinting through the rooms and not even fighting, which of course eventually led to my death (as it should).
The procgen was very nice, I never hit really bad moments, and it kept things fresh. Nice work!