Dungeon Dash by BitDemon
I hoped to have more but I'm pretty happy with what i accomplished.
Controls:
Move - WASD
Shoot - Right mouse click
Objective:
Kill all the enemies and pickup the key before the minute is up for unlock the door.
Controls:
Move - WASD
Shoot - Right mouse click
Objective:
Kill all the enemies and pickup the key before the minute is up for unlock the door.
Ratings
| Coolness | 42% | 1231 |
| Overall(Jam) | 3.45 | 122 |
| Audio(Jam) | 3.32 | 136 |
| Fun(Jam) | 3.32 | 113 |
| Graphics(Jam) | 4.05 | 92 |
| Humor(Jam) | 2.35 | 267 |
| Innovation(Jam) | 2.51 | 392 |
| Mood(Jam) | 3.28 | 150 |
| Theme(Jam) | 2.14 | 467 |
Pixel art isn't usually done very well in a 3D context, it was nice to see someone get it right!
Music is a tad repetitive, but isn't too bad :)
Art was pretty nice, the dirt and walls art really cool!
All in all, a very nice and fun game. Good job.
A couple of complains:
- Why do I always spawn facing the walls and not the enemies?
- Why don't you keep the mouse locked at all times, even during loading screens?
Overall I like it, but how does it fit with the theme?
You could expand the game some more :)
I don't really see the connection to the theme though
My first impressions on the game :D
Loved the music and art style.
You could lock one axis, because all the enemies are the same height as you.
Awesome job!
But overall it was fun, and you could turn this into something awesome!
Even though a bit repetitive, it was insanely fun! And OH, the gfx were so cool xD
I didn't get the key on wave 10 and ran out of time ._.
What I liked :
- the overall realisation (neat menus, transitions and replay mechanism)
- particle effects
- atmosphere (lightnings, graphics, epic music)
- clicliclicliclicliclic ^^
What imo could be improved :
- Feedback when ennemies and touched (ie. red filter for a few ms, damage sound, little jump or knockback).
- mana system. I can't see any good reason to save mana, so basically it just delay your next shot when you have no mana. A simple "spell cooldown" would have been more neat as a limitation design. But maybe you initially planned other spells ?
- one or 2 secs to move before the fight actually start would have been great. Getting spawnshot is very frustrating :(
- ennemy variations / AI. Ennemies themselves are not really challenging/interesting.
Real good job overall, thanks for the game !