FoonLudum Dare ExplorerLD45 → Merge Dungeon

Merge Dungeon

By scottdev

View on ldjam.com

CategoryRankScoreCount
Overall4893.5223
Fun2033.7323
Innovation6503.0723
Theme8172.9523
Graphics4423.7123

Comments

fictions 2019-10-07 20:35

That's my first 2048 game I played and it's a lot of fun :) Great sprite design, I love your art :) I just wish that there were some kind of animations that show when the numbers get merged into a bigger number.

carraka 2019-10-08 13:02

I really enjoyed the art! Killing the enemies was really unsatisfying. The health bar never went down, so I didn't feel like I was making any progress and had no idea how large of a monster I had to merge to fight it. Then, when I finally succeeded, the health bar still didn't go down, and the graphic of the enemy didn't even change, so I didn't notice I had succeeded at anything unless I happened to see the number in the bottom right increase. Since I didn't feel like I was getting anywhere or know how to get anywhere, I stopped playing.

But I think all you have to do is fix the feedback to the player, and then you'll have a really satisfying loop. Plus, the graphics are awesome.

geist-191 2019-10-08 13:03

I have to say, this is very fun! I love the twist with the health. Took me a while to get to 256 since I am not good at these kind of games. A short bug report. The 256 tile was not movable and so I lost the game :/

other than that, awesome concept

leonard-graf 2019-10-08 13:05

Very fun! I liked the sprites and sound design. The additional twist to 2048 improved the original game in my opinion. Maybe additional animations could improve the game.

shigor 2019-10-08 13:13

Enemy's health bar is not updating, so it's really hard to judge if I should attack or not, how many hp he has etc. This is the only thing that I consider bad as it breaks the game a bit. You should consider improving it, I sense a new puzzle quest here :)

koemeterion 2019-10-08 13:50

So far one of my favourites this time. I'm a sucker for those 2048 games and the battle system brings a new aspect to the game. Absolutly liked it. Its just a shame the enemys hp bar isnt updating.

scottdev 2019-10-08 13:56

I've seen the comments about the HP bar, unsure what is causing it but will give it a look :smile: not that I can make changes to the entry, I just want to know what I did wrong :sweat_smile:

eymrich 2019-10-08 17:37

Very NICE! I love the art and the sound! The idea also fit the theme and ... I simply like it! :)

Only thing as a gameplay perspective... is easy to go on forever by simply press in succession wdsa in the order, until a skull appear and then a little bit more (to gather more value on the checkboard). The skull will always appear no matter what (I killed a good number of enemies).

Other than that.. GREAT entry man!:D

scottdev 2019-10-08 18:01

@eymrich Yeah I know what you mean, the method I used to work out the health for the next enemy was the current enemies health multiplied by 1.01, so it takes quite a while for there to be any difference, however after a while it does ramp up stupidly high to the several thousands which would be nearly impossible to beat, so something I definitely need to change in the future for better balancing earlier and later :sweat_smile:

susumu-asaga 2019-10-08 21:01

Really fun game, I spend a lot more time playing it than I first intended to, great submission

mad-brokli 2019-10-09 10:24

Fun game, to be honest i button mashed then destroyed them enemies. Felt satisfying

justcamh 2019-10-09 10:38

Hey, this game is super cool, I just wanted you to know that the game has a severe logical flaw (that would need resolving if you are developing it further). There is no point in merging stuff. If you attack, it is exactly the same as if you merge then attack. If I have two 128 tiles, I could merge them and attack with 256 damage or play them one at a time, also for 256 damage. Since there isn't any penalty for playing a lot of blocks, or any reward for merging them, there is no need to merge at all, and I found that you could keep the game going by attacking, then moving to spawn a new tile, repeat. You may need to make it so that there is some penalty with attacking, so that you want to kill it in as few attacks as possible? Maybe make it so that higher tiles do exponentially more damage? e.g. 128+128=512. Perhaps the only way to gain health is through attacking?

I've thought about it for a bit, and here's an idea. What if each time you attack, it attacks back. No slow health drain, only way to die is by doing too many attacks. Maybe there could be a smaller board, to make it easier to get locked up, since currently that is not possible since you can discard anything. That way, getting locked up would actually be an issue, since that would force you to waste a valuable tile, and take the hit.

Another idea: Or rather than damaging the enemy by sacrificing a tile, what if you instead attacked by merging the tile, so that 128+128 deals 128 damage? If you are going to go mobile, this could be better, to avoid the game accidentally registering a swipe as an attack (which is currently the same motion). You could remove the 'attack' gesture all together, which would probably make for a simpler, and more mobile game.

I hope you can find a solution that works, but currently the main mechanic is kind of broken. I really liked the sprites and animation, so I hope these ideas can help you improve the game!

scottdev 2019-10-09 14:11

@justcamh Thank you for the feedback! The combining having no benefit did cross my mind towards the end of the jam, but at that point I was trying to get everything else all working and finished off so didn't try changing it :sweat_smile: However your ideas for changes are really useful, I like the idea of combining is how you attack the enemy, I wouldn't have thought about trying that. I will definitely try out some of those ideas and see which one feels nicer to play! :smile:

zoarfy 2019-10-09 15:34

Hi I just played your game and really enjoyed it. I don't normally like 2048 but I loved this. I agree with what justcamh said above, but I want to add more thing to it that I think could be improved. I think it should cost health to attack too, (or there could be other solutions of course too) because if I ever had a low value in a bad place (like next to my big tiles) I would just throw it at the monster. It became very easy to just get rid of tiles I didn't like the placement on.

That said, this was really really fun! I played it longer than any other game in the jam so far!

sprotex 2019-10-09 15:39

I really enjoyed this idea. 2048 sliding puzzles are nothing new and there are strategies that can give you pretty good results available to read almost anywhere (which doesn't necessarily mean bad things :wink: ). You kind of solved the problem when the grid has no empty spaces, you can throw out the tiles and attack with them, which I found out pretty neat.

I'd recommend adding information about how much damage is the player actually doing and how much health the monster actually has. The player has to guess whether or not this tile is enough and IMO guessing damage isn't a good thing.

I'd like to see this idea expanded, I didn't feel any sense of progress, only levelling up, but I don't know what that means. Maybe more monster types would do the trick?

Games with attacking mechanic often have some sort of upgrading the attack, so maybe you could expand on that if you intend to make more of this :slight_smile: .

A good game overall, attacking 2048 surprised how enjoyable can be.

theufo 2019-10-09 15:54

Greak grapics! I like that way how you improved classic 2048, now it is much better.

scottdev 2019-10-09 16:12

Hello Everyone,

@carraka @shigor @koemeterion To everyone who mentioned the issue with the healthbar not updating and being stuck at 100%, I believe I have found my issue!

DoubleEnemy.gif

As you can see from this, I found out the enemy was being spawned twice sometimes, which when this happened the top enemy wasnt getting attacked and so the bar would appear full. I added a quick bool to the enemy that when it dies, the death method can't be called a 2nd time, which would have caused 2 enemies to respawn next time.

I am still looking into how the method is being called twice in the first place but at least I know how to stop it so far :P The game won't be updated now, due to the jam, but at least I know what was going wrong :)