Super Dungeon Freakout by karmafarm

A mashup of Breakout and something vaguely platformery or roguelite-ish. There's only one level, enjoy it while it lasts! Procgen was just one of the many things I didn't have time to complete. :v:
I overcame a dead Mac and a serious plumbing emergency interrupting my tea supply to make this game, and I'm proud of myself. :smile:
All my own work apart from some vestiges of a character controller script from Brackeys (rewrote 90% of it) and Unity's animated tile script. All original music (OK, the drums are loops, but the guitars are real), SFX(100% silly vocal noises!) and (bad) graphics.
Ratings
| Overall | 827th | 3.167⭐ | 23🧑⚖️ |
| Fun | 730th | 3.095⭐ | 23🧑⚖️ |
| Innovation | 889th | 2.881⭐ | 23🧑⚖️ |
| Theme | 712th | 3.357⭐ | 23🧑⚖️ |
| Graphics | 1017th | 2.738⭐ | 23🧑⚖️ |
| Audio | 137th | 3.75⭐ | 22🧑⚖️ |
| Humor | 248th | 3.306⭐ | 20🧑⚖️ |
| Mood | 860th | 2.789⭐ | 21🧑⚖️ |
| Given | 19🗳️ | 17🗨️ |
While the game has music and sound effects, let's just say - they didn't exactly fit? When I'm thinking of trying to escape a dark and desolate cave heavy rock isn't exactly the first search result that returns to my mind. The jumping sounds were too human as well (a simple "boing" would have sufficed).
However! Your game still at least HAS both of those things and they weren't obnoxious so you're already ahead of around 40% of all games in the sound department.
I found a glitch where if the player isn't able to use his shield (hugging a wall for example) the game queues the action until I can throw it. Ladders were a bit shoddy I found, if you want to implement
ladders I recommend you reduce the players horizontal force (or completely lock it) as they feel a bit floaty.
Lastly I found the game painfully difficult. You need to keep in mind that the person playing your game didn't build it from the ground up. I recommend you get someone to playtest your game to see how they react to different situations.
Overall, don't be down on yourself, as long as you tried your hardest and you were proud at the end it all went to good. My first LD Compo was my first serious game, I don't recommend you look :D. I really did enjoy the shield mechanic, if you want to keep that idea for a later project I recommend you do!
And yes @call-me-nutty, it is early days with gamedev. Started teaching myself to code about 2 years back. I really appreciate all that quality feedback. =) I learned LOTS this weekend (first time using tilemaps, first time using an event system, first thing I made using any animation at all, & first time using a state machine for movement, to list a few) and it was super fun to take the concept from page to screen. I'll be back and I'll be better =)
the character seemed a little bit on the heavy side, wich could make sens since he is armored, but dosen't quite feel very satisfying.
Good job tho 👍
@wetbox Heh, yeah, that was very much part of the plan. I needed to find a way to let the player get out of dead-end situations though... just didn't find one during the timeframe. As it is it's funny but kind of unfair lol. =)
The shield concept is original ! I was surprised when I saw that the shield can bounce not only one time but can smash many walls in one throw ^^. A nice mechanic that can be improved, good job !
That's the thing I love about LD and game jams in general though... permission to fail. SO important for learning & creating.
For an one self-learning person team it's quite a nice entry ^^
This game would need some generated levels :p but it can be hard to make !