Sunken by Tay
Quick summary: Explore a creepy dungeon in a fast turn base way. Slay rats,ghosts,skeletons, loot gold and equipment, but remember, do it quick because THE DUNGEON IS SINKING!

What is it really about?:
Slay monsters to get more experience, giving more points once you die.
Collect gold pieces that will make you rich and give you all the points you'll ever need.
Eat random meat pieces (totally normal in a dungeon) to heal you
Obviously loot chests to get more gear that boost a variety of stats.
What's the catch? every equipment is cursed, both helping and harming you and
every ounce of gold slows you down, better run fast to not drown!
Controls :
Double Tap W,A,S,D : Move
Mouse over some icons to see tool tips.
More:
Everything in Sunken was made by me, Tay'Naya, in less then 48 hours. Hope you'll enjoy it, I'm really proud of what I managed to do in this ludum dare and I can't wait to see what people think of it, so please do leave a comment!
Screenshots:


| Linux | https://taynaya.itch.io/sunken |
| macOS | https://taynaya.itch.io/sunken |
| Windows | https://taynaya.itch.io/sunken |
| HTML5 (web) | https://taynaya.itch.io/sunken |
| Original URL | https://ldjam.com/events/ludum-dare/40/sunken |
Ratings
| Overall | 182th | 3.658⭐ | 97🧑⚖️ |
| Fun | 285th | 3.411⭐ | 97🧑⚖️ |
| Innovation | 361th | 3.105⭐ | 97🧑⚖️ |
| Theme | 459th | 3.149⭐ | 96🧑⚖️ |
| Graphics | 107th | 3.927⭐ | 98🧑⚖️ |
| Audio | 215th | 3.274⭐ | 95🧑⚖️ |
| Humor | 434th | 2.312⭐ | 79🧑⚖️ |
| Mood | 101th | 3.624⭐ | 91🧑⚖️ |
| Given | 66🗳️ | 50🗨️ |
Also thanks for all the comment so far, I know the game can be a bit hard to understand player wise. ^^''
Finally, this is a neat game and gave me some enjoyment while playing it!
Not a fan of the double tap either, but that's something for you to change in the future, Great Job for now! :-)
As I'm sure people have said before me, it would be nice if enemies moved.
Also, some rooms have inaccessible parts.
Other than that, fantastic game
- Having to double-tap to move was annoying. I know a single tap lets you change the direction you're facing, but that's only relevant horizontally and didn't seem to matter anyway since enemies don't automatically attack if you're adjacent.
- The flood timer wasn't very obvious, the first few times I died I didn't understand why. Including in the death message what killed you (e.g. Spelunky) would help a lot. It would also be super cool if the dungeon visibly flooded so I had a visual indicator of my timer within the play area, I don't have to look away at UI.
- If the dungeon is flooding, why am I climbing down to escape? ;)
Getting feedback when I open a chest would be great, I never notice what stats change, until later I'm like "why do I only have 4 max health?". Similarly some kind of feedback on damage dealt/received would feel really good.
Great job!
Played it one more time, got over 700 points =). Only now did I realize the "time until flooding" was real time, not steps! I assumed it was number of steps I could take, perhaps because of the icon. I'm not sure what I think about that, but it definitely could be clearer (change the text to "seconds until flooding"?), as something realtime is relatively unexpected in a rogue-like.
If a few of these issues were addressed, I think this would be a lot more compelling as a roguelike. The RNG issue is especially holding it back: giving the player more agency would go a long way (the only real "tactic" I came up with was to take advantage of floors with meat to get s kill in then heal immediately after).
- Controls feels weird as mentioned. How did you ever came up with idea of double-tapping directional button, I wonder?
- Everything looks too much alike and too close in color. You can't distinguish monster from the gold coins at the first glance.
- The mc sprite also doesn't stand out at all! When I first started the game it took me several minutes to even understand that there is a controlled character on the map. At first I thought that this is some sort of puzzle game and tried to click things around(since moving with keys didn't worked - why did you do double-tapping again? I am really interested why did you do it btw.) And afer every descend you should spend some time to find your character on the map. That's bad.
It has nothing to do, with changing the direction your facing first then moving like some people mentioned.
The whole point of it was to have people have a sentiment of hurry. Here's what I thought : let's say you've been playing the game for a little while to a point where you get around 5-6 seconds to get to the ladder. The ladder is on the other side of the room, and there's 2 monster you got to kill before getting there. Thus the player would have to hurry and press around 12-14 times in these 5 seconds to finish the level in time. In a short resume that's why there's double tapping to move, to have the player tell himself "Omg I need to hurry if I don't want to drown here!" Also I thought I'd try something different :3
However, if you don't need those arrow keys, please implement them: it was pretty hard to play from an AZERTY keyboard :,)
But overrall very good job, and solid RNG !
Great Job!
I liked the flooding mechanic so you couldn't stay around too long. I did find it very hard on my hand having to double-tap to move. A single tap would've been enough. Good job :)
The core of the game is solid but the character could have stood out a bit more as well, otherwise the visuals are well made. I'd like to see this evolved into some kind of pocket dungeon crawler game, it would be a great fit for mobile/handhelds!
Was there any reason why there is a double keypress necessary to move? Seems like single press would do just fine?
I have some criticism though.
I think I would have preferred not having to double tap to move, for me it didn't give the game anything but was a minor annoyance when you wanted to move quickly.
The gameplay could have used an additional round of polish. I didn't feel the weight of the gold and didn't really understand how it was supposed to slow me down, but maybe I didn't get far enough. The cursed chests were more of a curse than a blessing because when I was low on health I couldn't afford to open them for fear of having less health afterwards or dying right away which happened once.
The flooding mechanics were a nice touch to give the game some urgency but I never felt it was a real threat.
All this is a bit unfortunate because I think if you had skipped the theme altogether and made a classic dungeon crawler, the game would have been outstanding and I would have kept playing for a long time.
I hope this critique doesn't sound too harsh. I enjoyed played your game and you create a great atmosphere. Doing all this in 48 hours is a great achievement, despite some aspects that were a bit rough.
I tried to make out what were the negative consequences for collecting treasure, since I noticed nearly all of my stats changed, but it was hard to tell. This is a shame, because it's honestly one aspect in the game I though was most interesting. To make the game better-telegraphed, it would have been nice to have animations indicating how your stats changed, especially right above your player character. Additionally, it would have been cool to have treasures indicate what boosts they'll give before the player obtains the treasure, without mentioning the negatives. That would give a nice risk-vs-reward incentive where one might focus on increasing attacks stat at all times, as a consequence of sacrificing everything else.
I wasn't a fan of using double-tap as the method to move either, though I realize the intent was to commit to one's action. I also had a hard time figuring out which sprite was the player at the beginning. They blend in with the meat and enemies pretty easily.
as well with my current tactic. That tactic is to (A) avoid fighting monsters unless I have to or if I have enough meat to get back to 100%, otherwise it's too risky because the game might force me to fight in the next floor, and to (B) pick up the gold and the chests when I can. I see in the description that each chest both helps and hinder, but I can't really tell either way; because the flooding is on a timer and I can't pause, there is no time to examine the numbers and besides I don't remember what the numbers were a moment ago anyway. Adding "+1" and "-1" markers next to the affected numbers would make the effect clearer, and if some of those markers were colored red and other green, it would drive home the idea that each chest is both a blessing and a curse.
I was often surprised to die for apparently no reason, but I assume it must be because of the flooding. If the flooding bar stopped moving after death, it would make it more obvious whether it was indeed the cause of death. Even better: since you already have nice raining graphics, it would be much clearer to use them to indicate the flooding level, this way it would be impossible not to pay attention to it.
The game was fun enough to keep me playing many times, but I still think the actions would benefit from more intrinsic rewards, instead of mere points. For example, perhaps there could be a special door every couple of levels which could only be opened if the player is strong enough (has enough XP) or can pay the fee (has enough gold)?