The Necromancer Saga: Endless Dungeons by frankitox16 2019-04-30T03:30:36Z
@kmazzio @dxk2294 Ouch! Forgot to write the camera controls in the game description! Thanks for the feedback, many more would have missed it...
Foon → Ludum Dare Explorer → Users → frankitox16
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Word Wielder | compo | 190 | 3.54 | 3.16 | 4.26 | 4.35 | 3.67 | |||
| 2019 | 44 | Your life is currency | 👥 | The Necromancer Saga: Endless Dungeons | jam | 694 | 3.30 | 3.20 | 2.90 | 3.35 | 2.72 | 3.47 | |
| 2018 | 42 | Running out of space | Office Builder | compo | |||||||||
| 2017 | 40 | The more you have, the worse it is | Leaking' Pipes | compo | 3.00 | 3.00 | 3.00 | 3.50 | 2.00 |
@kmazzio @dxk2294 Ouch! Forgot to write the camera controls in the game description! Thanks for the feedback, many more would have missed it...
@chelc thanks! The big issue was time, as I originally intended the fireballs to also play some particles when destroyed, but couldn't make it without going overdue (the main menu itself is another example of this). As for the enemies, they were supposed to be hard at first, but easier to deal with when getting your first skeletons, as long as you kite them a bit. Anyway, I'm glad you enjoyed it!
@rhoka Thanks for the amazing feedback! Indeed lighting is quite crappy, dungeon rooms were originally supposed to have some props in them (like torches, bones, etc) and each get their own lights, making it possible to darken the scene a little bit, but having the room lit by themselves. As for the skeletons, I agree... I couldn't playtest the game enough to see that become an actual problem later in the game, and probably will patch it up sometime soon.
Once again, thanks for the feedback, and I'm really glad you enjoyed it!
@trevor-shoe Thanks for your suggestions about the camera! The only problem with it is that without a minimap (and proper level generation) you would get lost a bit. VFX and SFX were something to add if I had time back then. With these updates I want to keep it as close as it was when released (the game was supposed to be done in 72 hours, no more. I could add more, and probably will do so when play+rate ends, but until then, it wouldn't be fair to keep adding things).
@avsc Thanks for the feedback at the enemies! Indeed they get quite easy later into the game, I might add some scaling or something, apart form moving the spawnpoints of the enemies...
As for both suggestions on the Dungeon Generator, I might make a post on how it works and why does it feel so monotonous. To make a long story short, I made some prefabs of rooms that should appear in the dungeon, and "stick their exits" togehter. The biggest downside of this, is that the rooms sometimes collide with eachother, and Unity's collision system doesn't exactly work until runtime. So, in order to not waste more time, I went the quick route and designed a few simple rooms (which are the ones that keep repeating there). I would add props/lights/etc to it later, if I had the time (which I sure didn't). In the end, I will add all these details, but for now, it will remain as is...
Nice little game! Gets repetitive after the first 10 cards or so, but it was enjoyable till then
Incredible game. Addictive gameplay, polished art style, and fititng sound effects. Only things I could add is: - Make the game pause when offscreen (Having dual monitor made it quite difficult to play sometimes, as I would ocassionally click outside the screen, and lost to someone coming my way). - Do a hint when you first die like "Press ESC to skip text". I figured it out at the 3rd death, and saves quite a lot of time.
Art looks nice, those conveyor belts look wonderful, aswell as the machines...
Pretty solid game! Found a couple of dialogues quite funny, and the art is really fitting.
Really nice looking game! Congratulations for the Art style, it's amazing. The only thing I didn't like like was the controls themselves, as it's quite tricky to move each hand with the keyboard, and the "Grab" button doesn't seem to always work.
Nice little platformer! The music is nice, and I loved how the jumps change pitch randomly. There're a few bugs (you can't double jump some times, and you can fall the platform in the second level) but overall it looks nice.
The music sounds great, and the character looks amazing. The only problem I had was that platforms were really hard to tell apart from the background (they should contrast a bit more).
Interesting concept, but I would change the font in the tutorial, or make it not so bold... it made it a little bit hard to read. The units could also display their stats in a different place (like, each in every corner), to make it even easier to understand what does every number mean. Overall, this could be a nice challenging game with a little bit more work.
I liked the art style, and the game is fun. Music a bit too loud, but it's a nice soundtrack. A couple of critics I could give is that you could add some particle effects over the flowers, since it's hard to tell them apart from the rest of the background. some bigger tooltips would be nice too, to remember what each building did.
Fun little game. I think minibobbo summarized pretty well about what could be improved, but I'll take the liberty of adding a couple of things: - About the sound, I'll add https://sfbgames.com/chiptone/ to the list. It's pretty much the same concept, but a little bit more intuitive to use. - I found that if you hide and press any other key, you also get out (or at least, it happened a couple of times.. Don't know if that was intended). This made it a bit hard to hide while in a rush to avoid police and old men...
Really nice looking graphics, solid gameplay, and I didn't have any kind of problem trying to play it. The player moves a little bit too slow, but overall this game is really nice.
Loved the music! This game could use a tutorial for mixing "ingredients", I've gotta admit I was clicking them instead of actually dragging and dropping :sweat_smile: Never played these kinds of game before...
This was a really fun game! The combat was a bit buggy, could use some "invincibility" of some sort while dodging. I found myself actually being hit while dodging, or the skeletons hurting me after being hit... But the graphics and sounds are really nice!
Even though I'm not too much into card games, I really like all the possibilities and strategies that this game can bring to the table. Definitively really fun if you like these kind of games.
@philomory : There's background music when you start the game (at least in the windows version).
A quick bug report: couldn't play the game on the website, I'm getting the following error:
```Error in initRendering while creating context: Could not create EGL context (call to eglCreateContext failed, reporting an error of EGL_BAD_MATCH) 13```
Could possibly be my computer though, as it does struggle with other web games (old Nvidia card...). Even so, maybe it's useful for you.
Good job!
@rollersteaam @akusan thanks for the feedback! I originally intended to have something more than just a funny line for the special word, to make it something useful and extremely rare, but didn't find the time to implement it properly. Maybe if the game needs a balance/bugfix update, I might be able to implement it in a way that doesn't break the rules, but still brings more options to the table.
As for the graphics, I did think about implementing basic 8-bit like sprites for player and enemies, but it's just not my strength... So I just went with the "use your imagination" route :sweat_smile:
@itsdanidre thanks for playing! Indeed, the enemies scaling was meant to give a "game over" state before it got too repetitive... Original plan was to have lootable words and other stuff, but ran out of time... I'm glad you liked it!
Very interesting experience! I was a bit confused at first on how things worked, so I had to look at the comments to know how to play. A tutorial, or a "Hold right mouse button" at the start would've been good, just to not get lost.
Good graphics, it was a nice visualization of the procedural music generation, and felt very intuitive. Great job!
I really liked the simplistic design of the art, fits really well, and the music is beautiful (Web build didn't loop, though... Don't know if it's a bug, or inteded). My only complaint was the key bindings, as I found myself cycling between different parts of my keyboard, and my mouse. Overall is a really fun game, good job!
This is fun! Reminds me of the .io games (agar.io, etc). The movement is a bit clunky though...
Interesting puzzle, and liked the graphics. The background music I found a bit annoying... But the game is solid, and fits the theme really well. Good job!
Nice game, it's fun to just spam click and see whether it created something big, until eventually colliding with the rest.
I think there's a bug or something's not installed in my computer, but I can't play the game yet.. (SDL Error: Could not create GL context). Hopefully it's just my PC, but I think you might want to now this.
PS: I do have all the drivers installed and updated for my video card...
@spacialseasoning indeed I do have a (pretty old) Nvidia Card (GeForce 9600 lol) so yeah, that's a good reason why things didn't work :sweat_smile:
I quite liked it... I didn't catch how things supposed to work at the beggining, but I did eventually figured it out. Having some pop-ups or something that helps figuring out what everything's supposed to do would have been nice, but overall the game is fun to play. Nice job!
The game is ok, but I feel like it lacks a lose condition, or something that waters the plants for you while you try to get to other plants... I know, it was probably hard to implement in the short time a Compo game allows, so this is overall a nice game, and I really liked the art, I can see you spent quite some time on it. Good job!
Great look on the game, but a quick explanation/tutorial of it would have been nice. I didn't know what to do in the first steps of the game, or what anything meant. When you get the basics, though, it's really interesting... Reminds me of Spore Space stage!