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escape-the-dungeon-what-did-he-do-to-deserve-this

By barnabewild

View on ldjam.com

CategoryRankScoreCount
Overall2982.5034
Fun2932.3934
Innovation2882.3734
Theme2822.3935
Graphics2442.9234
Audio2242.5635
Humor1912.4534
Mood2872.4033

Comments

timidger 2025-04-06 06:25

Looking good so far! Looks like you should use the [AnimatableBody3d](https://docs.godotengine.org/en/stable/classes/class_animatablebody3d.html) for the platform if you want it to move the player as well.

barnabewild 2025-04-06 06:39

Thanks, I'll do that!

kryakikrya 2025-04-07 01:48

I like the graphics but sometimes sometimes I was got 5 deaths points instead of one and I'm stuck here (jump and WASD don't help)Снимок экрана 2025-04-07 044706.png

gaudy 2025-04-07 01:48

It's a cool game idea, but I didn't like the camera. I can't see where I'm going and it pisses me off, so I would also add a respawn button since you can die 6 times here just because I also liked the music and graphics

baknik 2025-04-07 04:11

I had a tough time moving in the isometric space using just WASD, especially since the diagonals weren't 45 degrees, so I couldn't just hold down two directions to go on a diagonal. Other than that, well done!

littlegamer 2025-04-07 09:31

It's a bit rough, but it's there ! From what I understand it's your first compo so it's quite nice. Doing a 3D platformer with music and several rooms in 48h is a tour de force and you made it. The music and graphics in general are nice, altought the character feels a bit out of touch from the rest and I can't really tell what are the collectibles, but the dungeon itself looks nice. The controls are clunky however. I don't really know what I should do after the fifth room, the one Kryakikrya posted. Is there an end ?

Got 31 deaths for 29 items. Tbh I stopped collecting them at some point, I just wanted to see what was in the rest of the game.

psychomonster 2025-04-07 14:39

The perspective is a bit challenging, but i had fun trying to manage it. You packed a lot into your game within 48h. I hope you had a good time.

scrawach 2025-04-07 17:22

Why was he put in this dungeon? But it looks like there's no way he's going to get out. In fact, not all stories have a good ending. I didn't quite get the concept, but I gathered all the shiny things just in case.

argensis 2025-04-07 17:31

Good job on getting your game done!

One small comment: It would be better if the edge on the bottom of the screen was cut away, especially for rooms like the fifth one where you have to jump to a hidden platform (I see someone else also managed to get stuck on the 3d terrain)

frutal 2025-04-07 17:53

I jumped off of level 1, it was pretty cool!

I think the diagonal controls are weird. It would make sense to me if W would move forward from our perspective (that is, 45 degrees left of what it is). But maybe someone else would find it confusing?

Happy for you trying out Godot, it's really fun to learn and progress. Good luck!

barnabewild 2025-04-07 18:14

Yeah, getting stuck in 3D terrain is because I half assed the tile placement due to me panicking over time constrain, there is overlapping collision in that area, Good find!

The black bezel is somewhat the same reason, I've hidden the mess of under a cover (the camera piss me off too). My direction was "if it get me one step forward, don't look back". the tiling was made in Crocotile 3D to keep as much as possible the2D isometric effect of my original idea.

for the 45 degree and and moving,I did not know about that, thank, I'll look into it! I coded the simplest interpretation of faking 2D isometric. I did not truly knew what I was doing.

There is no end, the level transition system tutorial i followed worked like a charm in the engine, but not in html build, something about "res://" code in some way, only work "in-engine". so I recoded the level transition system the hard way just to give 4 levels... that time was meant for level design. Since I was tired, each time I was making a new level, things broke because I kept overwriting instead of "saving as"... so I called it done for that, otherwise I could have broken everything.

Nobodies know what he did to deserve to be in this dungeon. The music describe the sadness of that.

Yeah, I had a good time, felt good challenging myself to delivers with my own motivation and achieving it in 48h.

jcmonkey 2025-04-07 18:46

game needs some shadows under the player so we know where we are going to land.

munmungames 2025-04-07 21:10

Remember the 3C (Character, Camera, Controls) :smile: Your character is funny in my opinion, but the camera has big issues when the walls block the view, and the controls are very counterintuitive ! I really encourage you to focus on having a good camera behavior and slick controls before anything else when developing your next games :) Otherwise the gameloop is fine, no bugs from my testing, good job!

javasaurus 2025-04-07 21:57

I like your audio, in spite of being a short loop, it doesn't bother one bit and it kinda fits really well. I'm not going to hammer what's already been said above, the camera should get some love, maybe add a rotate button or something to rotate around the edges of the room. You have such nice billboarded art, don't hide it behind walls ^-^ Well done !

clintor24 2025-04-07 23:54

Man, I like the visuals and audio for the game, but I couldn't enter the 2nd room without getting a bit frustrated by the controls and the perspective. It's tough making a game with an isometric view, because you have to make the controls feel natural and you have to be able to see through walls in order to play it well. The controls not being in sync with the viewing perspective really threw my brain for a loop and it felt awkward to control. I can tell you put a lot of effort into it though, so I applaud you for that.

castitatis 2025-04-08 01:12

I like the artstyle of the game, the controls are a bit weird for an isometric game, it's challening to master them :D

pigeon-dp 2025-04-08 01:43

Idea seems great! I'd work some more on the camera, maybe a static one would work better here, but overall a nice game.

fusionnist 2025-04-08 01:50

Had to rewire my brain to use the isometric controls :) Game plays pretty well once you do that, though. I like the character art. Congrats on the entry!

whalejam 2025-04-08 10:10

It takes a bit to get used to the controls, but its not too tough once you get your head around it. Mechanics are pretty straightforward too which helps with that. I did get a few extra deaths per death which is a bit annoying when trying to get a highscore, but I just need to git gud lol. Would be nice to lower the walls or have the area around the player visible through them too as it can be confusing when you get next to the wall towards the camera. I like the music, its a nice little calm amongst my many deaths, nice job ^^

enad96 2025-04-08 10:47

Trippy combo of 3D and 2D! Kinda paper mario vibe.

quasilyte 2025-04-08 11:49

What did I do to deserve this, my lord?

haokai-xu-1999 2025-04-08 14:22

Good work!

barnabewild 2025-04-08 16:23

Thank you for all the comments, they mean a lot =).

A little insight into the controls since there is a lot of comments on that. I did some verification why it felt natural to me:

The reference for this game is Solstice on the NES and the controls are the same here(or at least I tried to make them feel the same). furthermore. Final Fantasy Tactic uses the same direction for it isometric, same for Harvest Moon: Back to Nature , both game that I played a lot. So it was an intended design, but it also created more confusing controls.

Godot by nature is very modular, for example I never coded spike trap before, which means after fixing up the bad code for that, I'll have a spike trap for any of my other project. That's why I intend to continue polishing the game, or at least for tying loose end that I'm aware or made aware to make the game feel a little more complete before going on another project, which I'll share some time after the rating period end.

protzz 2025-04-08 19:59

I like this mix of cozy and puzzle genre!

ryrumeli 2025-04-12 02:47

I think I might never learn what he did to deserve this in the end!

I like the Isometric attempt, I think aesthetically you nailed it, I just feel like the camera is stiff, and the commands remind me of the early attempts at motion. For this maybe a more usual camera would have worked better, or at least positioning challenges considering the camera angles. Had some issues with getting stuck in walls, and also with spawn points, but I see what you're doing here and the experiment with 2D in 3D worked, even if more 2D animation would have sold the idea better. But definitely you did a great job pushing the bondaries of what you could do in such a short time and challenging yourself, great work!

olddog 2025-04-17 07:50

nice game~~~