Crumbling Dungeon by JSMCAG

[raw]
made by JSMCAG for LD 42 (COMPO)

title.png

Crumbling Dungeon

Long ago, the evil wizard Agharamish stole the Great Tome of Light, bringing darkness to the land, and eternal life to himself.
He secluded himself in a castle of his own creation, hiding the book in the depths of its dungeon.

Many centuries have passed, and his castle now shows visible signs of decay - his power must be fading!
The Grand Council of Wizards and Magics have appointed you to invade Agharamish's castle and end his reign.

"In the castle's dungeon you will find two scrolls, each required to open the way to Agharamish. Go now, and good luck!"

Use the arrow keys to move. Space to attack. Attacking kills small enemies, reflects projectiles and pushes around bigger enemies.
Be careful! Each step you take creates a hole behind you - if you fall, you lose! Enemies will also die if they are pushed into a hole.

About the development

This is my entry for the Ludum Dare 42 Compo, following the theme "Running out of space".

Even before voting began, I wanted make a game with a Game Boy-like graphical style (4 tones of gray, a resolution of 160x144, the works). I feel the limitations of such a style would make for an interesting challenge, and would give me some direction when drawing the graphics.
One interesting feature I wanted to implement, that would go hand-in-hand with the graphical style, was to allow the player to change the palette used by the game - so one could choose tones of gray or the greenish tones of the Game Boy screen, for example. Unfortunately, technical difficulties meant I had to drop that last idea (read: I didn't have quite enough time to implement it).

Once the theme was reveled, the idea of exploring a dungeon where each step you make would create a hole quickly came to mind, and seemed like a good fit for the graphic style. I took inspiration from "The Legend of Zelda: Link's Awakening" (and other 2D Zelda titles) when designing the crumbling dungeon, giving each gameplay feature (the holes, the attack, the teleporters, etc...) some interesting scenarios to play with. The crumbling floor, however, made balancing very difficult - any required backtracking would represent an incredible spike in difficulty.
Designing a Zelda dungeon in two days (when it probably takes weeks or months for a team of professionals to do the same) was very intimidating, but given the restraints, I am happy with how it came out.

This time, I also composed the music for the game (rather than tweaking an AI to do it for me) and, while the tunes are short, I am happy with how they came to be. If possible, do give a moment to listen to Agharamish's Battle theme - depending now how long it takes you to beat him, you might not hear the actual melody.

Finally, I'm happy I was able to give the game a proper introduction, title screen, main menu, ending, and even some scripted events! These little details really do make the game feel much more polished.

Still, some things were left out: the game has no sound effects, no ending music, the player gets no upgrades, there's no pause function (oops! This was half implemented, but I forgot about finishing it), the dungeon only has one floor. I though of doing an introductory sequence where the player would approach the castle, but that too was cut.

Overall, I'm glad with the final result. I hope you enjoy it too!

Game Engine: GameMaker Studio 2
Graphics: Paint.net, Paint
Music: Bosca Ceoil

Screenshots

main_menu.PNG

entrance.PNG

fight.PNG

Help

So, this game is pretty hard, and you might get lost easily. I have developed a quick guide for you, in case you need it!
Here you'll be able to see the complete map, as well as some tips for each room. https://imgur.com/1MZ7LDY.png
Good luck conquering the Crumbling Dungeon!

Ratings

Overall 228th 3.58⭐ 52🧑‍⚖️
Fun 422th 3.13⭐ 52🧑‍⚖️
Innovation 252th 3.385⭐ 50🧑‍⚖️
Theme 236th 3.81⭐ 52🧑‍⚖️
Graphics 128th 3.84⭐ 52🧑‍⚖️
Audio 248th 3.19⭐ 52🧑‍⚖️
Mood 105th 3.542⭐ 50🧑‍⚖️
Given 39🗳️ 57🗨️

Feedback

jackyjjc
13. Aug 2018 · 10:38 UTC
I love the 2d pixel art of this game. The mechanics is very interesting too.

However I find it pretty hard :( At most i can only get 2 keys and I was pretty stuck. Would be great if you can ease the difficulty curve a little :p

Overall pretty nice though wish i'm smarter.
svenardocom
13. Aug 2018 · 10:41 UTC
It's a stylish, cool entry. To be honest, it would be more fun without the crumbling (which makes the game too hard) :)
The music was also fitting. How did you make it?
🎤 JSMCAG
13. Aug 2018 · 11:23 UTC
@svenardocom Game music was made in [Bosca Ceoil](https://boscaceoil.net/).
The original Game Boy only had 4 channels: two pulse waves, an arbitrary 4-bit wave channel and a noise channel. To replicate this, I decided to use two of the channels for music, and the other two for sound effects (that I never got around to making... oops!) - music would be in channels 1 and 3 (as square and triangle) while sound effects would use channels 2 and 4.

TL;DR: I used the square and triangle instruments in Bosca Ceoil to make the music. Only one note of each could be playing at any time.

As for the compositions themselves, I took inspiration from The Legend of Zelda's dungeon theme [The Legend of Zelda's dungeon theme](https://youtu.be/cMssCMqMHuk) for the main dungeon theme, and some of Grant Kirkhope's work (can't quite put my finger on exactly which piece) for the boss.
My first time actually composing for a game, so I'm really happy you enjoyed it! :smile:
Noah J
13. Aug 2018 · 11:54 UTC
Luv this one ! graphics looks good and the theme is here, only the audio bothered me a bit, but overall, a great one ! gg
Wekaj
13. Aug 2018 · 12:02 UTC
Nice work, I really like this idea! It is very difficult though, especially since you have to restart if you make one small mistake.
🎤 JSMCAG
13. Aug 2018 · 12:42 UTC
@wekaj Indeed, I wanted to have a way to save some progress between retries, but ended up not coding that at all, unfortunately...
The game is pretty short, it's possible to beat in a minute or two if you know what you are doing, but I didn't quite account for the frustration of having to try again and again *until* one knows what they're doing.

Thanks for all the feedback, I'll be sure to take it into consideration next time! :blush:
Ace17
13. Aug 2018 · 12:57 UTC
Yeah! Good old 8-bit gameboy games!
I liked the gameplay idea, it's hard and unforgiving!
I also liked the music (a little bit loud, though).
Qazikol
13. Aug 2018 · 14:51 UTC
Really cool spin on a classic style! All the elements (music, art etc.) cohere really well.
blobo
13. Aug 2018 · 15:32 UTC
It's very tough, but it teaches you the mechanics instantly. I love the idea, but i can't figure it out. I found only one key, and got stuck there. Still very enjoyable trying to neander my way from point a to point b while allowing myself to still go back.
drikdrok
13. Aug 2018 · 16:57 UTC
Excellent graphics! The game itself is simple, but fun - although a bit too hard maybe :)

I'm a bit torn on how to feel about the games the whole disappearing floor thing. On one hand, it's pretty neat having to actually plan, and think about, your movement. On the other hand it can be quite frustrating doing everything all over when you inevitably screw yourself.

But all in all, very solid entry!
jerripo
13. Aug 2018 · 16:58 UTC
What a great story to have for your game! The graphics are beautiful, and the simple mechanic makes the game very replayable. Good call letting us skip the story at the start. I also get stuck after getting that first key though. The theme is perfect, of course.
Batsphemy
13. Aug 2018 · 17:03 UTC
really nice, really hard game
🎤 JSMCAG
13. Aug 2018 · 17:38 UTC
Thank you, everyone, for your feedback! :grin:
Due to the high amount of people getting stuck or lost, I made a guide for the game. I highly advise you to try the game without it but, in the interest of time, do take a look if you are completely lost. https://imgur.com/1MZ7LDY.png

Once again, thank you! :thumbsup:
mrnyarlathotep
13. Aug 2018 · 18:22 UTC
Very authentic recreation of old GB games, right down to the brutal difficulty and complete lack of caring that you can paint yourself into a corner a long time ago and not realise, and will inevitably have to restart the entire game again memorising what you did wrong.

From a modern design perspective, thats 'bad', but theres enough games I played through in ye olde days that do exactly the same thing that I can't help but see it as authentic recreation, so I'm not marking you down for that or anything.
vivek.sharma20
13. Aug 2018 · 18:53 UTC
Good job on your submission. Game looks amazing, you were able to achieve the style you were aiming for. Game play is a but tough though, luck looks like a big factor than skill :)
anstabo
13. Aug 2018 · 23:24 UTC
The core mechanics works very well with the graphic style you chose, it's a bit hard for me but to play (i'm not very bright) but i enjoyed it nontheless.
The most interesting part is that you retain informations you've learned about the level design upon death, you should have exploited that more and go 100% with the core gameplay.

I had to turn off the music, it's way louder than the rest of the SFX.
WhitePoulpe
14. Aug 2018 · 11:42 UTC
The mechanic of the game is very good, we quickly understand how to play and it's fun to have to think about how to step into the rooms
Good job :)
dray
14. Aug 2018 · 13:56 UTC
You really get that gameboy vibe.
The game is really enjoyable, i didn't finish it but looked at the help to see the entire dungeon. their is some clever level design here :). I like the mood and aesthetic of the game along the music.
Suchista
14. Aug 2018 · 16:17 UTC
Great mood! The audio is really good and fits the graphic style :)
Batlordz
14. Aug 2018 · 17:57 UTC
Awesome game! I really love graphics and mood, it reminds me my old GameBoy! Very good job :)
FlorentJamet
14. Aug 2018 · 18:05 UTC
Your game is pretty cool and the graphic is great :)
andreymust19
14. Aug 2018 · 19:07 UTC
Good idea with one-time step cells, but realisation not.
Need think how to better apply that mechanic.
I think better made puzzle with separate levels.
tgb20
14. Aug 2018 · 19:52 UTC
Great use of the color scheme and I like the progression of solving the puzzles. Think you solved it only to find out you screwed up somewhere. Makes it feel good when you get it.
digitaldude555
14. Aug 2018 · 21:03 UTC
Wow this is NES game level of difficulty there seems to be only one way to properly progress through the game. Even with walkthrough it's still very tough and you will fail whenever you encounter a new puzzle making it tedious to constantly redo everything. With that said, the art style is very nice, and it fits the music. It's a good albeit frustrating take on the theme.
Andrey Ugolnik
15. Aug 2018 · 03:57 UTC
Too difficult for​ me, but I like that art style.
Ossi
15. Aug 2018 · 05:21 UTC
This is great! I really like the graphics and the music mixed with the opening intro story really sets the atmosphere perfectly. The crumbling mechanic is really well done and I like how it forces me to think more carefully about what room I enter and how to exit it. This game's really hard and I fell soooo many times lol. Great use of the theme, I really had a good time with this game!
Jin9310
15. Aug 2018 · 05:24 UTC
Awesome. Had a lot of fun with your entry. Old retro style is just amazing! Really nice job!
SimonAura
15. Aug 2018 · 09:13 UTC
The graphics are great, the sound is great. The idea of dropping tiles behind the player is well thought out, however the game is rather difficult. WELL DONE, it's a very good game ! :D
scowsh
15. Aug 2018 · 11:32 UTC
Nice game, took me a while to figure out the spider puzzle (which I enjoyed), liked the atmospheric music (a bit longer with more variation would have been nice, but it worked as it is). Liked the graphics too - couldn't defeat the end boss but I was happy to get to it!
matt-tuttle
16. Aug 2018 · 03:54 UTC
Nice idea and implementation. I really like the aesthetic! I only managed to find one key in several playthroughs. It would be nice to have some way to keep making progress without starting from scratch every time.
thebmxeur
17. Aug 2018 · 14:25 UTC
I think I would have prefer tile-based movements. And check point, if not at each room at least after getting each scrolls. I failed at the boss and I don't want to do everything again. It doesn't add anything to the game except (in my opinion) bad difficulty. Graphics are great.
garygreen
17. Aug 2018 · 19:31 UTC
That was tricky. I liked the straightforward idea though. The pixel graphics were fun. :)
Talops
19. Aug 2018 · 00:34 UTC
Great use of the limitations you put yourself, making the game visually coherent and simple enough for anyone to understand what one must do. While the mechanical concept is not very original, the game is well executed and polished, to the point where I only have two minor issues with it: the music's square wave melody channel was a bit too loud, and the movement should be tile-based.
Nice job!
LarrySeinfeld
20. Aug 2018 · 19:04 UTC
Fun little game. I love the Zelda inspiration and the Gameboy style. Very nostalgic feeling. I also like the design of having to get keys and scrolls. Nice visuals and music. Cool game!