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Dungeons & Delivery
Dungeons & Delivery
By frozenfire92 and Underlig
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 946 | 3.22 | 20 | |
| Fun | 1086 | 2.75 | 20 | |
| Innovation | 214 | 3.80 | 20 | |
| Theme | 341 | 4.13 | 20 | |
| Graphics | 646 | 3.61 | 20 | |
| Humor | 392 | 3.41 | 20 | |
| Mood | 598 | 3.52 | 20 | |
Comments
jhax
2023-05-02 09:36
Really love the concept behind this, and well put together as well. The pixel art's good too - I especially like the overworld graphics.
Could maybe do with a lives system (maybe a gold penalty to pay an adventurer to rescue you?) as hitting a game over after 1 mob hit feels a bit harsh - although definitely just a personal taste thing!
Nice one!
Difficult game and i still do not really know what is going on kept going to the chests but did not know what was happening would love to play again after some explaination
underlig
2023-05-02 13:19
@hoeleboele Will put up a more detailed explanation, didnt really have time at the end, and both of us was pretty tired after 8 hours straight finishing the last details, so we both just went and crashed after being done XD
@jhax we have alot of ideas for the game, but this was what we ended up having time for, lots of tweaks can be done, and we have alot of further ideas for other gameplay mechanics that would make the game more complex and hopefully fun =) We ended up happy with the result, as it feels like a somewhat solid base for a game
I think the base idea of the game is really neat, and the plot is funny and well thought ! I would have personnally liked the pace to be a bit faster, especially the movement speed on the map, but from the other games I played so far I think this one has the most potential ! good job !
apoly
2023-05-03 23:58
Cool game, loved graphics and nice retro tune! Had some troubles kickstarting my dungeon delivery business, but after some time adventurers started to celebrate and it looked promising... Until I was one shotted by the mob in the dungeon :(
Global map navigation could be improved as well, maybe some indication of the path and the ability to override the path?
I really liked the concept of this one overall!
At first I wasn't sure how loading chests worked. I saw a closed chest and assumed I needed to interact with it somehow to fill it.
On a positive note, I really enjoyed the music! It added a lot to the atmosphere and fit the setting very well.
The concept of the game is neat and I really liked the core gameplay loop. At first, I found it difficult to prioritize which dungeons to go to and sort of just wandered, but eventually I fell into more of a loop.
One hit kills felt quite harsh, especially with how fast the skeletons are.
I also found that the movement felt a bit slow relative to the size of the dungeon. The skulls helped with that, but it was frustrating having to check each skull not knowing whether it was a teleporter.
Lastly, I had an unexpected death when I teleported to a skull without being able to see where it would take me. It might be worth adding a visual indicator or some other cue to help players anticipate where they will end up.
Overall, I thought the concept was really cool and the core gameplay loop was engaging. Just needs a few minor tweaks—awesome work!
I like the base idea for the game but its waaaaaay to hard especially with they touch you just once and the whole game is over. I could never actually get a dungeon setup because the mobs just come straight for you and never relent and there is no mechanics to quickly get away from them or trick them or anything. Also you seem to move at the same speed as the mobs so once they close ground on you there is never getting any room back.
Also the map movement is not so great - it would be easier if WASD worked on the map but if you really want the click to move then it needs to queue up clicks so you can chain the path you want to take.
The art and music are really nice and everything fits with the theme.
Very unique and interesting concept you've developed here. I like the artstyle, I think it looks very good. Some possible improvements could be to give the player some more visual cues, e.g. an indication on where they're walking to on the map when clicking. I also didn't realize at first that you can only click on the path to make the player walk.
The soundtrack fits and gives out "adventurous vibes" so I like it a lot. Also, I think you've given the game a clever name :)
Overall, good job!
The concept isn't bad, and looks quite solid.
I had problems with controls on map - simple WASD would be better, than clicking. It behaved weirdly. Sometimes character moved, sometimes now. Dungeons were a problem - the movement is ok, but mobs are too fast and instantly kill you always.
I liked the whole mood of the game, it was a great set up - just a few tweaks away from great one (although yes - there is only this much time in each jam)!
Good job on making the game!
Epic tune! D&D pun intended. Dungeons are hard but the concept feels nice, thanks for making this!
Really clever idea, but it needs a lot more polish to fully realize it.
my notes:
* One time, I clicked a dungeon and the character walked up to the door, and just got stuck there, ending my playthrough
* The teleporter skulls would just stop working sometimes, usually leading to me being cornered by a skeleton and ending my whole playthrough. I don't know if this is really a glitch though and I couldn't really test it since exploring dungeons is almost impossible.
* The most difficult part of the game is staying alive in the dungeons. I think you should rethink the dungeon gameplay to emphasize the business aspect of the game. I was never worried about running out of money or even thinking about the items I was buying, my main concern was trying to restock a dungeon without dying. Maybe make it so the player loses items from their inventory when they get hit instead of dying, and boost the movement speed of the character so they can actually out run the skeletons
* Moving around the map was annoying because you have to click precisely on the road to actually get the character to move. I think free movement would have worked or just fixed node to node movement.
* The menu that comes up after clicking on a dungeon is kind of misleading. I bought a bunch of items and then ran around the world looking for dungeons that needed restocking, but every item in every dungeons had a green "Have" icon which I thought meant that specific container had an item meaning it was already stocked. So I kept running around the world waiting for time to pass and the dungeons to get depleted. It took me a while to realize that "Have" means that I have an item in my inventory to restock the dungeon. This issue was exacerbated by the fact that I really didn't want to enter a dungeon if I didn't have to because of how dangerous they are.
Overall, I LOVE the idea and I really wanted to play the game, but I kept running into issues that prevented me from enjoying it. Honestly, I think this idea has potential and recommend you develop it further
scum
2023-05-09 09:21
Great idea & love the pixel graphics! Gameplay loop is fun, though the movement dragged it down a bit for me. A major issue I kept running into was getting stuck when trying to enter dungeons on the map, which kept ending my playthroughs prematurely. Overall though, a very solid concept!
I think it took me a little to get to grips with the click to move mechanic, but a really cool idea, and executed fairly well, strong The Legend of Zelda NES game vibes!