Dunkra by MemoryLeek

[raw]
made by MemoryLeek for LD28 (JAM)
This is a futuristic sci-fi dungeon crawler with pseudo-random level generation. It started out as a very ambitious idea, much of which we didn't have enough time to implement.

Stuff that works:
- Single player vs. multiple bots, can shoot and kill eachother
- Bot A* pathfinding
- Physics engine
- Random world generation from a set collection of rooms
- Interactable objects (chests give HP, doors can be opened)
- Gamepad controls

Stuff we had planned but didn't have time for:
- Local 2-player co-op
- Different types of enemies
- More weapons and equipment
- Progression/upgrade system
- Explosions, grenades and stuff like that, with pushback effect (using Box2D)
- Menu and control remapping

Known bugs:
- On rare occations the generated rooms will intersect and you will be unable to move, if this happens to you, just restart the game
- You can walk through room doors even if there's no attached room on the other side

Our plan for this theme was that as you progressed through the dungeon, you would hit checkpoints or mini-bosses, after which you would be able to choose to upgrade a single one of your available items/weapons. But since we ran out of time we went with emergency plan B, that you only get one life/chance. When you die the game exits and you never get to play that exact dungeon again.

There's no win condition currently in the game, if you've killed all the bots you're done, but no event or win screen will show up.

Keyboard controls are:
W/A/S/D - movement
Mouse - look
Left mouse button - fire/interact

Gamepad controls are (for 360 controller):
LS - look + movement
A - fire/interact

It's available for download on Linux (64-bit), Windows and OS X. It should work on any system since we bundle all the required libs, though on OS X you have to launch the game from a terminal since it seems to do something weird with the working directory otherwise and not find the dylibs.

Feedback

LexGarza
17. Dec 2013 · 19:02 UTC
The movement was a little weird, you get used to it fast, but when near enemies it becomes complicated to move as you would like. Maybe some more monster density would have helped too.

By the way, couldn't download it directly through the windows options, had to go through drive.
rojo
19. Dec 2013 · 08:42 UTC
Hey not bad. I enjoyed the control scheme. I think a music track would have gone a long way, but I know that feel when you have to start cutting features for time. I had to do the same for my game.
PaperBlurt
30. Dec 2013 · 19:21 UTC
Good to see co-op in LD games.
Nice style..
Even though it might be a bit similar colors, at least the part I played.
bvanschooten
04. Jan 2014 · 13:43 UTC
Can't run this on Linux. It requires libGlew 1.10. My system (12.04) only has 1.6.
Toby Simone
04. Jan 2014 · 15:06 UTC
Good concept, but the control scheme really killed it for me. I just couldn't adapt to it quickly enough, and the rest of the game suffered for it.
JaymeeMak
04. Jan 2014 · 15:33 UTC
Controls felt a little strange, like I would sometimes stop moving when near walls. It ended up being really, really difficult. Also, having WASD be attack and arrows be movement felt really weird, as most games I've played with a similar setup use the reverse.
JaymeeMak
04. Jan 2014 · 15:34 UTC
Oops, disregard that comment, sorry - it was meant for another game (luckily I didn't submit it with the rating function!).
Techblogogy
04. Jan 2014 · 18:36 UTC
Feels a bit empty, but nice concept thought
f7f5
04. Jan 2014 · 20:58 UTC
I also have a libGLEW issue. Fedora 19 has version 1.9.
Croze
04. Jan 2014 · 23:08 UTC
Good game, could be cool if you add an objective. You may want to increase the enemy's attack range because on high resolution monitors you can just make the game full screen and see and be able to shoot the monsters before they even see you
NiceAlexanderAS
05. Jan 2014 · 01:48 UTC
I like the art even if its simple i like it idk why LOL :D Well the game feels kind of hard for me since im normally using the WASD Keys to move and mouse to just rotate, but its ok :D also the enemys should track you farther or depending on the screen size. Great work on the game :D
Ashedragon
06. Jan 2014 · 02:07 UTC
Was actually kind of interesting for a little while.