silas-reinagel 2021-04-28 06:16
Your itch link doesn't seem to work.
Foon → Ludum Dare Explorer → LD48 → Dungeoneer
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1689 | 2.93 | 25 | |
| Fun | 1300 | 3.08 | 25 | |
| Innovation | 1827 | 2.32 | 25 | |
| Theme | 1679 | 2.84 | 25 | |
| Graphics | 1717 | 2.52 | 25 | |
| Mood | 1759 | 2.41 | 25 |
Your itch link doesn't seem to work.
I would really like to try it, but it crashes with "OpenAL32.dll not found" for me :/
@testudor @silas-reinagel
Hey y'all, I reuploaded a new build that should be working. Let me know if it crashes!
@testudor I managed to get past the OpenAL issue by downloading a 32bit DLL from here: https://www.dll-files.com/openal32.dll.html and putting it in the main game folder. Worked for me after that
@notapollogising There is a lot here for a gamejam, nice job! I really enjoyed the combat system; being able to knock-back the enemies with the projectiles made it much more tactical and interesting. I also enjoyed the variety of enemies. Those fast floating-head guys were evil! Nice job!
Interesting take on the theme! The art style isn't much to look at but I think it works well as a sort of "crappy ms-paint" aesthetic. It took me a bit to figure out you could click to shoot but after that I had a lot of fun. As @nick-rafalski said, the knockback really gave the combat the additional dimension of who to shoot to get some space. Sadly, it did crash on me once I really got into it and glitched into a wall on spawn. The game could have been improved even further with sfx and music. Overall, great job!
This was an enjoyable little game to play through. The combat was, I suppose, the core aspect of the game as it stands, and it was fun enough.
I definitely like having the random upgrade system. My first playthrough I got no items at all on the first floor, but my second playthrough I had fire most of the run. I definitely think that a larger variety of weapons would be even better, but I think that's pretty obvious...
The combat system was actually surprisingly deep--the rooms with the flying head + bat + skeleton in a tight space were pretty tricky. It might make sense to put them later in the game as they are, I think, the hardest room. My first playthrough I got a number of that room in a row which was rather hard. I wonder if the room selection system could be modified to use, maybe, a grab-bag sort of RNG like Tetris? (Where you are guaranteed to only get a small number of duplicates in a row)
I did run into one glitch that ended my first run: a bat flew off the screen and I couldn't kill it, or go through the doors. I had no choice but to suicide :(
But yeah, a straightforward little game. I enjoyed playing it.
This is well made, good randomness in the rooms. My first run ended when I entered a room and was stuck in a wall, so there are some glitches present. The lack of sound effects makes hitting the enemies lack some impact, though their knockback animations was all that was needed to convey that they were being hit. The dominant strategy I kept using was to kite all the enemies together and run around them in circles. Different enemy patterns and behaviors could have shaken the gameplay up. It was intuitive how to play, even if there was no control explanation. It had a nice progression of weapons, even if I am not sure exactly how they differ. They felt either stronger or faster which is useful when dealing with the groups of enemies. Good work!
Nice. I liked the diversity of enemies.
After playing for a few minutes, I entered a room and spawned over a wall, so the game crashed.
Weapons spawn too frequently, I got the fireball many times in a row (although that seems to have no effect).
Graphics are basic, but that really didn't spoil the experience. I wish there were music and sounds. Good job!
Not a bad game for such little time :)
A really nice use of knockback as a crowd control mechanic. I think I got lucky since most rooms I've encountered were really easy. It felt like it could have used a handcrafted difficulty spike to add tension (boss).
For a solo jam game there's a lot of content and variety even if you ran out of time, as the win screen says ;)
Making it infinite would have definitely helped especially given your game's mechanics and potential.
Congrats!
Great base idea, a few more mechanics and it would have been a fine minigame, as is it gets a bit boring. I like the core combat with a lot of push back, it feels like kiting enemies.
Very fun and entertaining little game, I really liked the mechanics of the game.
definitely work on the art and animation, but well made otherwise. Good job!
The knockback on enemies felt really nice, and there was a good variety of enemy types. I also liked each level had a different color scheme. It was unclear to me what the different upgrades did, maybe some kind of description could appear when you pick them up? I also went through a door and got stuck in a wall at one point, so there are still some bugs to iron out. Nice work, this was fun!
I had a lot of fun playing your game! I was actually surprised how fluid the death animations were. The difficulty was spot on, too. Not sure if I messed something up at the end or took a wrong turn but I ended up stuck in a wall after a room transition. Still had a great time!
Well, the art really need to be polished, or you could search for anyone to make then for you on future games. About the gameplay, all enemies do the same thing, only run against the player and takes knockback, could have some enemies that shot projectiles for example, and at the end is said you don't have more time to finish the game... well, its a 3 days game jam, the idea is to make a simple game, but you put too much effort on several scenarios and enemies, this time could be to make a final boss, even if you use only one level. :v
@srrinio I appreciate the honest feedback! The art kinda sucks, I did almost all of it in the final 2 hours for the jam lol. And you're right, in retrospect I think it would have been best to maybe only do one level, I def wanted a boss. There are a few types of enemies actually, the slime shoots projectiles and there are flying enemies later on, as well as some demons in the third world that have different running physics. I also didn't have any real time on Friday or Saturday so I was low on time. Nonetheless, the enemy variety does kind of suck and they're all just kind of bad reskins. Thank you for the criticism!
Roguelikes in my Ludum Dare? Heck yes!
Dungeoneer_Km4GAMGbfB.png
I'm a big fan of the genre, and it's good to see people give it a shot here and there. Since these usually require a lot of thought and planning, even getting a functional one within Jam timeframe is a miracle on its own, so I think it's impressive you made it!
Random rooms, upgrades, some diversity on enemies and different floors, it all works in favor of the game.
I do have a few hiccups to mention though. I do feel that the enemies take way too long to defeat at times. The bats flying off screen made me wait for them to come back. I wasn't even sure they'd come, but they did. And last but not least, the game crashes here and there. I actually managed to replicate this purposedly: If you enter a room and move back to the door before it closes, the moment it closes with the player on it will cause the game to crash.
It also crashed on the third floor as I entered a room with nothing on. The doors didn't even spawn, so I'm not sure what would have caused that.
Still tho, these kind of things happen during the gamejam crunch. What you managed to make is impressive on its own merits, and likely taught you a lot that you can use in future projects! Well done! :whale:
The art is simple but it's clear and has character. I really like it. The gameplay is satisfying, good tried-and-true formula. It would have been nice if it was a bit more clear when you were damaged, like a bit of a screen shake or red flare effect on the viewport. I'm not sure why a carrot made you shoot faster, but it was really satisfying to machine-gun down enemies near the end. Pretty good jam entry, definitely had a good time trying this out!
I didn't run into any bugs, thankfully, but just a quick tip in case no one has mentioned this yet: try using some kind of source control for your code for the jam, and everything else you do! That way you can fall back to any version of your game because it keeps a record of every change, you could have fixed those bugs on the jam version very easily. If you've never used source control like Git before it can seem imposing, but if you get graphic tools to help you (like Github Desktop or SourceTree) they basically do all the work! Github and Bitbucket are free and good places to start.
I had fun. For possible improvements, I think some of the hit-boxes were a little too big, and I think picking up the same weapon a second time reset my attack speed upgrades.
The visuals feel a bit flat, which is often the case with top-down games. Player and enemies are the best visuals and I actually like them, although I would've liked to see some animations for them as well.
Shooting feels nice, but feedback when getting hit yourself would improve the experience. I also didn't hear any sounds, which felt a bit bleak.
The combat difficulty feels pretty good, but sometimes I felt like I was just getting cornered no matter what. (maybe I should have been more aggressive with my movement?) Enemies kind of have a lot of HP. I got a room that was impossible to leave without taking damage, if I was on my last heart that would not have been a good experience.
When I started having fun and getting the hang of things the game ended hahah but I know its due to the short time you have to work with in a game jam, so no problem! Just wish it could be a little bit longer, but all the mechanics in the game are well implemented. I'd also love to see movement animations, that would improve a lot the feeling of the game. Congrats on the great job!