My Little Dungeon by thegreystudios
My Little Dungeon is an indirect RPG. In this game you don't control the hero directly but rather build a dungeon for him to go through. Ultimately you want him to gain enough strength to enter the "Tiny World" and solve its mysteries.. Though you have to be careful, if you push him too much you'll kill your hero!
Have a quick read through the instructions but most of it should be self-explanatory. The game can be beat! You might have to try a few different strategies though.
The download is an executable JAR. In Windows just double click the file. On Mac/Linux should be able to run it with: "java -jar MyLittleDungeon.jar". Make sure you have JAVA installed! Any problems let us know. And yes, you have to restart the app if you die. Sorry :(
Web version should run in any modern web browser that supports WebGl.
Controls
********
Left Mouse: Place rooms
Right Mouse (Web: S): Switch room type
Mouse Wheel (Web: A&D): Change room size
Enter/Space: Go down one level
Rooms
*****
Stone Room: Easy enemies, low loot drop
Red Sandstone Room: Harder enemies, better loot drop
Cave: Gives your hero a break and regenerates hp + fatigue
Attributes
**********
HP: Your hero's health
Fatigue/Food: Keep this high or the hero will die
Shield/Attack: Explains itself
XP: Current xp
LVL: Current lvl
Gold: How much Gold you have left. You'll need gold to build rooms!
********
This game was developed by Stefan Bachmann, Simon Bachmann and Gavin Harrison in less than 72hrs. We hope you enjoy the game!
Have a quick read through the instructions but most of it should be self-explanatory. The game can be beat! You might have to try a few different strategies though.
The download is an executable JAR. In Windows just double click the file. On Mac/Linux should be able to run it with: "java -jar MyLittleDungeon.jar". Make sure you have JAVA installed! Any problems let us know. And yes, you have to restart the app if you die. Sorry :(
Web version should run in any modern web browser that supports WebGl.
Controls
********
Left Mouse: Place rooms
Right Mouse (Web: S): Switch room type
Mouse Wheel (Web: A&D): Change room size
Enter/Space: Go down one level
Rooms
*****
Stone Room: Easy enemies, low loot drop
Red Sandstone Room: Harder enemies, better loot drop
Cave: Gives your hero a break and regenerates hp + fatigue
Attributes
**********
HP: Your hero's health
Fatigue/Food: Keep this high or the hero will die
Shield/Attack: Explains itself
XP: Current xp
LVL: Current lvl
Gold: How much Gold you have left. You'll need gold to build rooms!
********
This game was developed by Stefan Bachmann, Simon Bachmann and Gavin Harrison in less than 72hrs. We hope you enjoy the game!
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 4.00 | 11 |
| Audio(Jam) | 3.79 | 27 |
| Fun(Jam) | 3.68 | 20 |
| Graphics(Jam) | 4.31 | 20 |
| Humor(Jam) | 2.50 | 107 |
| Innovation(Jam) | 4.15 | 4 |
| Mood(Jam) | 3.57 | 32 |
| Theme(Jam) | 2.77 | 160 |
Great job!
Great job!
Criticisms:
-The intro is a bit too long
-Make sure the random generation doesn't lock you in on the first turn, that happened on my first try and I had no idea what was going on
-Add tooltips to the resources at the bottom, I didn't know what some of them were
A few minor issues, intro is too slow, no restart, and mouse wheel, right-click didn't seem to work for me (Chrome, OSX)
Bit faster gameplay, a lot more choices for player (maybe giving ability to choose what character gets for level?) and this could be awesome game.
And when I think about it, I'm really hard pressed to find some connection with theme here.
Regarding the theme: Yes can't deny that the theme is somewhat on the sidelines, however we did try and incorporate the tiny world concept at the boss level. So if you have made it all the way down..
please continue working on this !
I was amused by the classic game reference at the end!
The right mouse button can't really be used in the web version, unless you turn the context menu off (which is not supported by all browsers, but most of them ;) )
You do get stuck quite often, though.
Another level of decisions to make would be great and more content/room-types obviously.
Unfortunately after delving about six floors I got stuck in a bug where the player character tried to kill a dead slime over and over again.