Flooded Dungeons by ripatti
FLOODED DUNGEONS
Ripatti Software (c) 2013
specially for LudumDare27
48 hour compo
Game folders: bin/ gfx/ sfx/
Sources: core/ dungeon/ game_win/
For play launch
Windows: "bin/flooded.exe"
Mac: "FloodedDungeons.app" or "FloodedDungeons.app/Contents/MacOS/flooded"
Linux: for 32bit Linux "bin/flooded_x86", for 64bit Linux "bin/flooded_x64"
Fixed versions were changed! See about it in changes section.
There are only technical changes, no new features.
REQUIREMENTS
for Windows:
OpenGL,
OpenAL (the official site is down, but you can download it here: http://rghost.ru/private/48399546/25f8d17f10b7dd134e00e04b0b868e51),
MSVS2008 Redist,
any videocard with 3d support
for Mac:
MacOSX 10.6+
any videocard with 3d support
for Linux:
OpenGL, OpenAL
any videocard with 3d support
HOW TO PLAY
You are in dungeon.
Your goal is go down as low as possible.
You have only 10 seconds on every floor.
After that the water flow floods
the floor, so you should hasten.
Use ARROWS to move, Z for slash,
X to use potion, C to put bomb. // (A,S,D for fixed version)
Collect gold. You can buy items in shop.
Break boxes. Improve equipment.
Use bombs to crush walls and monsters.
Good luck and have fun!
CONTROLS
ARROWS, Z, X, C, (A, S, D for Fixed version) Space
F1 for help on title screen
ESC for quit
CREDITS
design, code, art, sound and music
by Artem Ripatti
CHANGELOG
Aug 26 2013 - The first entry.
Aug 30 2013 - Added Fixed versions for Windows and Mac.
Changes:
- new fps counter
- showing fps in top of screen
- Z/X/C -> A/S/D because of german keyboards
Sep 08 2013 - Added Fixed version for Linux.
Ripatti Software (c) 2013
specially for LudumDare27
48 hour compo
Game folders: bin/ gfx/ sfx/
Sources: core/ dungeon/ game_win/
For play launch
Windows: "bin/flooded.exe"
Mac: "FloodedDungeons.app" or "FloodedDungeons.app/Contents/MacOS/flooded"
Linux: for 32bit Linux "bin/flooded_x86", for 64bit Linux "bin/flooded_x64"
Fixed versions were changed! See about it in changes section.
There are only technical changes, no new features.
REQUIREMENTS
for Windows:
OpenGL,
OpenAL (the official site is down, but you can download it here: http://rghost.ru/private/48399546/25f8d17f10b7dd134e00e04b0b868e51),
MSVS2008 Redist,
any videocard with 3d support
for Mac:
MacOSX 10.6+
any videocard with 3d support
for Linux:
OpenGL, OpenAL
any videocard with 3d support
HOW TO PLAY
You are in dungeon.
Your goal is go down as low as possible.
You have only 10 seconds on every floor.
After that the water flow floods
the floor, so you should hasten.
Use ARROWS to move, Z for slash,
X to use potion, C to put bomb. // (A,S,D for fixed version)
Collect gold. You can buy items in shop.
Break boxes. Improve equipment.
Use bombs to crush walls and monsters.
Good luck and have fun!
CONTROLS
ARROWS, Z, X, C, (A, S, D for Fixed version) Space
F1 for help on title screen
ESC for quit
CREDITS
design, code, art, sound and music
by Artem Ripatti
CHANGELOG
Aug 26 2013 - The first entry.
Aug 30 2013 - Added Fixed versions for Windows and Mac.
Changes:
- new fps counter
- showing fps in top of screen
- Z/X/C -> A/S/D because of german keyboards
Sep 08 2013 - Added Fixed version for Linux.
Ratings
| Coolness | 81% | 2 |
| Overall | 4.11 | 12 |
| Audio | 3.33 | 141 |
| Fun | 4.05 | 10 |
| Graphics | 4.28 | 25 |
| Humor | 2.74 | 295 |
| Innovation | 3.44 | 243 |
| Mood | 3.75 | 48 |
| Theme | 4.06 | 22 |
Well done!
Been playing Spelunky lately? Reminds me of it with the crates, spiderwebs, bombs, shops, and soft time limit. Not that that's a bad thing at all!
Looking forward to the mac version so I can play on my main computer. If you do an updated build with some polish (main area I think could use some is enemy attacks, tough to know when they are able to hit you and isn't any feedback besides the floating numbers), all the better.
It was fun running madly through the dungeon, slashing crates and for once totally ignoring monsters because THE WATER IS COMING I CAN ALREADY HEAR IT AAAH.
At first I thought that you lose when you come in contact with water; that would've been a nice touch. You only lose when the whole level is flooded is fine too though.
The shop - I was never sure what to buy. Did I already have some of the items? Is that even possible? I don't know; I guess I'd have to delve deeper into the game for that. (Sorry, couldn't resist the pun.)
By the way, Z/X/C is a pretty awful scheme for us with german keyboards. I wish that never became so popular.
Anyway - well done! Superb graphics and nice gameplay, there's not much more you could wish for in 48 hours.
2wally2069: On early levels (befor 15th) you always can reach the exit without using bomb. Also you always can reach the exit on the shop levels. And you never can be trapped becaise blocking wall is generated on some distance from your start position. May be you don't know that you can break crates just hitting them?
2Tifu Good idea. I think in update I'll add some bright arrows to show the start and the exit in the beginning of every level.
2TobiasW I just didn't sleep about twenty-four hours to have time to make all that I planned. In the shop you can buy potions and bombs (you can see amount of them you have in the rigth part of screen) and equipment (increases attack and defence; you can see your equipment on main hero). And sorry about Z/X/C, I forgot about germans =_= I'll add into update switching the controls.
The official site is down, so I uploaded installer on RGHost for you: http://rghost.ru/private/48399546/25f8d17f10b7dd134e00e04b0b868e51
I would have loved a little pause before the level begins to plan my approach and sometimes the keys does not feel very responsive, but I will definitely play this again!
Very nice graphics and sound! I had also trouble with the controls with my german keyboard, but it is playable quite well with this layout.
Little remark (not rating related): When packing the game in an archive, please put all folders/file in a main folder. Makes it much easier to unzip (we just have to drag the folder to desktop).
the music, graphic style and level design is also very good.
Sometimes, controls seems to be less responsive (turn while go up).
Great stuff.
Excellent replayability, great graphics!
Only complain: maybe you should have the character blink when entering a level, so that you don't have to look for him and waste precious time just to know where you are.
Killed myself with a bomb when a monster blocked my path.
Thoughts:
- agree with everyone else that i hate wasting 1-2 seconds each level trying to find where my character is
- i don't like how you have to be standing still to drink a potion or place a bomb, i think it should work while you're moving too
- can we hide the FPS display?
- still think combat could use more feedback, maybe just have you/enemies flash red when you get hit, that would help a lot, i'd say
2all: thanks for found faults! unfortunately now i have no spare time to fix it. but i think i'll make more improved big version of this game in near future...
- i think spiders are invisible if they are on the same square as a snake corpse (maybe happens with other enemies too)
- obviously you didn't have time to balance late-game difficulty during the jam, but after awhile it stops getting any harder, money is no longer worth picking up, and there are enough potions and bombs that you'll never run out
- you could make items break after awhile so you need to purchase more
- it'd be cool if you took another page from spelunky's book and made it so you could bomb shopkeepers to kill them (and steal their items), but from then on, shopkeepers are strong enemies
I think I'll make small fixes (bugfixes, more smooth controls and may be a bit polished balance) in the current version when I'll have enough of spare time.
But for new features I want fully rewrite the game (of course, main gameplay will be same). I have many ideas what to add into game. For example, different types of background, branched system of dungeons and Hell levels after 100th floor with boss that you should kill during several floors. But before that I want to see result of the contest)
@foumart: keeping the same position while starting the next level is a good idea. Makes more sense thematically too.
But I think that in a puzzle game like that could be better if the levels where fixed and not randomized.