Shrunkeon Dungeon by DleanJeans


The dungeon walls shrink when your health lowers and vice versa.
Level up to restore your health.
Or get buffed by losing your health :P
Control:
- 1 to 3 - Change Weapons
- Hold Left Click - Attack
- WASD/Arrows - Move
- Esc - Pause
Credits:
- Game Engine: Godot 3
- Music: Keven MacLeod
- SFX
- ZapSplat
- FreeSound
Ratings
| Overall | 440th | 3.533⭐ | 32🧑⚖️ |
| Fun | 384th | 3.45⭐ | 32🧑⚖️ |
| Innovation | 814th | 2.967⭐ | 32🧑⚖️ |
| Theme | 689th | 3.383⭐ | 32🧑⚖️ |
| Graphics | 456th | 3.633⭐ | 32🧑⚖️ |
| Given | 38🗳️ | 17🗨️ |
I feel like the game would be more fun and we could actually witness a bit more easily the dungeon getting smaller if the camera was a little bit more far from the character. Enemies just kinda pop on us and they wreck us very easily, which is okay because we also do damage, but that would add some depths to the game !
Also, I feel like sword'n'shield could use a function where we can raise our shield and protect ourselves from arrows. This is a bit of polish for now but I'm pretty sure this would be good !
The graphisms are good, we really feel like we're slaying monsters in a dungeon, and the sfx/overall sound design is great ! I feel like this just could use a little bit more polish and you would have a very nice game :D !
Good job on doing this !!
Thanks for playing!
Shield can protect you from attacks around 15% of the times. Although raising the shield up sounds like a good mechanic.
Thanks for the feedbacks!
Could have used a bit of a slower curve of enemies, but regardless I had a great time playing this!
The screenshake might also have something to do with the headache, I reckon.
About the enemies, there was actually no difficulty curve at all :P was just a bunch of creatures spawning every few seconds until they hit the max population.
As far as critic points go I think it's easy to loose track of your current health and the time spent to animate the pause menu would maybe be better used to balance the weapons or at least explain them in more detail. Running around in circles just shooting arrows felt like a bit too valid strategy.
Really awesome entry, polishing is on point as far as visuals and music go. Congratulations!
Edit: I think it might be worth a try to always zoom out the camera so far that you can see the whole arena. I ran into enemies that spawned out of my sight way to many times.
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42
The Controls are clear and intuitive, no need for 20 minute tutorials. Its faced paced and interesting. The graphics are simply adorable and the combat is solid. The things I believe should be improved are frankly the balancing and the level up season.
The level up does not seem to make much of a difference other than a full heal. The sword is not worth using, it may pack a punch but you will quickly get overwhelmed and killed based on the fact enemies seem to always clump together. The fact it seems to have a chance to block arrows does not make it any more viable. These things however are minor and this is a game jam so its to be expected (people seem to forget that sometimes) great job!
Join our discord and share this and future projects! https://discord.gg/APgfwU

This was the first time I made this type of game. So the game is kind off balance. I did receive some feedbacks on the game's balance, however.
There were supposed to be upgrades every Level Up then again I've never coded an Upgrade system before while the time was running out so I decided to leave it for future updates.