Nought - Procedurally Generated Dungeon by sacredbacon
Procedurally Generated Dungeon Crawler
Hope you have as much fun playing as I did making this
Simply download and run the .jar



A Post LD update is available @ https://chancho.dev for anyone interested in seeing community inspired updates
| Youtube | https://chancho.dev/LD45.jar |
| Youtube | https://chancho.dev/Nought.jar |
| Youtube | https://chancho.dev/ |
| Youtube | https://github.com/sbacon-/LDJam45.git |
| Original URL | https://ldjam.com/events/ludum-dare/45/nought-procedurally-generated-dungeon |
Ratings
| Overall | 344th | 3.197⭐ | 40🧑⚖️ |
| Fun | 288th | 3.158⭐ | 40🧑⚖️ |
| Innovation | 453th | 2.474⭐ | 40🧑⚖️ |
| Theme | 447th | 2.689⭐ | 39🧑⚖️ |
| Graphics | 363th | 2.934⭐ | 40🧑⚖️ |
| Mood | 376th | 2.848⭐ | 35🧑⚖️ |
| Given | 48🗳️ | 11🗨️ |
It would be nice if the enemies actually collided with each other instead of standing atop one another. As the person above said, it makes it really hard when I can't tell how many there are.
The laser feature is really cool. I wish I had an easier time finding that ammo because it really helped later on.
I also noticed a bug with the grenade where if I use it, then change rooms, the explosion will still happen in the room I moved into.
Otherwise, it seems like a good quickie effort. Could use a balance pass.
It does feel like the enemies overpower you too easily, there were certain points where I just had to give up because I was just cornered without a decent weapon.
It does feel familiar, binding of Issac comes to mind.
After a few more tries, I finally got the hang of it, was able to make it to level 7 with 21 bombs before getting bored ^_^.
Really well done. I love how the good weapon (bamboo spears?) only gets consumed if you actually hit someone with it =). Level generation was relatively interesting. Art was simple, but effective, had a good consistent style.
When going down a stair case however, I got this crash (I'm not sure which exception caused the game to freeze, so I'm posting all three):
`Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:909)
at java.util.ArrayList$Itr.next(ArrayList.java:859)
at dev.chancho.ld45.Board.render(Board.java:178)`
...
`javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported.
at com.sun.media.sound.DirectAudioDevice$DirectDL.implOpen(DirectAudioDevice.java:513)
at com.sun.media.sound.DirectAudioDevice$DirectClip.implOpen(DirectAudioDevice.java:1304)
at com.sun.media.sound.AbstractDataLine.open(AbstractDataLine.java:121)
at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1085)
at com.sun.media.sound.DirectAudioDevice$DirectClip.open(DirectAudioDevice.java:1175)
at dev.chancho.ld45.Etch.<init>(Etch.java:81)`
...
`Exception in thread "Thread-16" java.lang.NullPointerException
at dev.chancho.ld45.Etch.sound(Etch.java:182)`
Also, without scrolling, aiming with the mouse feels inappropriate (e.g going to another room makes you aim in a completely different direction, this is a hindrance when you're trying to anticipate enemies when entering a new room (as they get to hit you very quickly).
Pretty fun game, the proc gen seems really solid.
Cute graphics!
If you enjoyed the Compo Release, I've created a ['Post LD Version'][1] that includes many community changes.
[1]:https://chancho.dev
- My attacks felt lackluster, mayube they need a better visual and sound
- Entering a new room sometimes made me feel lost, it's quite sudden. I'm not sure what to do about it. Maybe instead of 'teleporting' into a new room, scroll a map into it?
Enjoyable game overall.
I got the error below, but it doesn't seem to be related, as the game also produces this error on level change without crashing.
javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED 44100.0 Hz, 16 bit, mono, 2 bytes/frame, little-endian not supported.
Funnily enough my favorite part of the game was a bug I discovered - I found that I could drop the bomb in the middle of the screen, then dash to the doorway and the bomb would explode in the identical position but in the next room and kill a bunch of enemies. Loved doing that.
I had some cool throwback memories bubbling up from this one -- the smileface guy reminded me of playing original rogue on a PC with the ANSI extended character set, where smileguy was your main character, and the cracked tombstones reminded me of the graveyard in NES zelda.
I loved the minimap, a key feature in this game, and I had a fun time exploring and diving deeper. I did okay, but eventually the rooms came to feel a bit repetitive. The arrows were an interesting mechanic, although I didn't feel I had a ton of decisions to make about when to use them, and the enemies were all a bit too much the same after a while: just back up and kite. Eventually I started sprinting through the rooms and not even fighting, which of course eventually led to my death (as it should).
The procgen was very nice, I never hit really bad moments, and it kept things fresh. Nice work!