taran95 2022-04-05 08:20
It was a bit confusing at first, but its a nice game
Foon → Ludum Dare Explorer → LD50 → Inevitable Dungeon
By surfa and mistagiggles
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 997 | 3.28 | 30 | |
| Fun | 760 | 3.32 | 30 | |
| Innovation | 1143 | 2.76 | 30 | |
| Theme | 913 | 3.46 | 30 | |
| Graphics | 921 | 3.35 | 30 | |
| Audio | 768 | 3.02 | 27 | |
| Humor | 740 | 2.86 | 27 | |
| Mood | 989 | 3.19 | 30 |
It was a bit confusing at first, but its a nice game
Nice game ^^
good one, i'd play this kind of game more if developed further!
I liked the iterative aspect of carrying over progressively better loot across all runs. Unfortunately I hit a bug where the key stopped opening the gate and couldn't finish my playthrough. But this was a solid concept, that fit the theme nicely and was solidly executed. Nice job!
Nice game! Enjoyed playing it ^^
Really nice art and soudns! Solid game idea. I couldn't figure out how to put stuff in the death bag, sadly. The UI was also a bit weird: some windows would close by [ESC] but the game freezes after that; other windows (the inventory) don't close by hitting [ESC]. I felt there were way too many enemies, but considering the death bag mechanic this is fine.
@skyward4d Sorry you hit a bug that ruined your play-through. We were trying out a new engine (Godot) and so probably made some rookie mistakes.
@lisyarus Thanks for the feedback. I have worked in the changed you mentioned and fixed another issue with the weapon drops. Thanks for giving it a go. We really appreciate it.
Cool game, audio was great, art and animation pleasant to the eye. I loved the bat sounds :D I would always die rather fast XD
it's an interesting concept, but i think that manually using the death bag isn't very fun or intuitive, you're basically incentivizing the player to find an item, put it in the bag, and wait until they die so they can start the run off with it. i think that some kind of automatic "carry items forward through death" would be better, like perhaps a random item you found gets carried to the next run, so your actions from the previous run still effect the next one, but you don't need to spend valuable time tooling around the menu, or give up a precious item that you found.
cool and fun game with old retro vibe, nice! :-)
Very cool game, I enjoyed playing it. Thank you !
I like art and sounds. Best strategy for me was pulling enemies, run around them and then taking items
Fun for a few minutes, progression feels nice when you get good items. BUT inventory lacks ability to see stats of the collected items. When you retry game starts to break, especially when you die to a third boss, he doesn't despawns and harrasses you again. Enemies and items stop spawning after retry too.
A nice little twin-stick-style shooter! The thematic time limit made things quite challenging and the hard limit on the pull for the AI threw me off a bit at first, but it was fun to play all the same. :smile:
Good work!
Music is too low volume
Loved it!
Cool game
I like the game. Its a bit complicated to use mouse (Inventory) W,A,S,D and Arrow keys especially under the live loss time concern.
@spaint Yeah sorry, I think I fixed that issue now. We didn't really get time to test everything as a whole so some silly bugs like that snuck through. Thanks for given it a go.
@xerxeres Thanks for playing. I agree the iventory could use work. I made an error early on an used a built-in control in the GODOT engine that turned out not to be suitable for an inventory system.
I got stuck, nice graphics though!
The idea is cool.
Really liked the spritework
Nice game. Good artwork and sound effects.
Intentionally didn't read instructions, so got confused how to attack, so had to go back to instructions. Was rather surprised with secondary mouse click on item and then popup to equip it. I can relate though, item drag-drop is usually pain.
Didn't manage to defeat first boss, since I usually reach it with half the life. Once dead, the inner boss gate is locked, and the keys don't spawn. Also defeated monsters are not respawned and left in the old places. So no sure if this is intentional or, but essentially there is only one try to defeat the boss right now.
Interesting choice to make enemies move in steps, but I rather like it. It's possible then to bait them and avoid them rather keeping a flow of all mobs following you.
I also agree, with others that while death bag mechanic is cool, the first item could be added automatically.
Another minor thing, possibly intentional, I noticed that fired projectiles (firebolts) have randomized offset. So if you are standing against an inner corner, half your projectiles will hit the wall, and other half hit the enemy at the end of corridor :point_down: Inevitable-dungeon-corners.png
This also means you cannot shoot parallel to the wall, while being near it as all the projectiles will hit the wall immediately.
It would also be nice to fire projectiles at an angle; at least 45 degrees. You could use numpad for that maybe?