Skinner Dungeon by UnluckyNinja

[raw]
made by UnluckyNinja for Ludum Dare 47 (COMPO)

Cover image

A very simple and short 2D top-down action dungeon game.

You find yourself in a dungeon when you wake up.
While finding a way out, there are monsters on the way.
After a hard fight, you walk through a portal and meet the Enchanter.
He tells you to kill more monsters, and you can loot them to trade for powerups from the Enchanter.
He get what he want, and you become stronger.
What a good deal, or not?

2020-10-06<em>20-44-12.mp4</em>20201006_210123.gif

Controls:

Arrow keys: move
Z: Interact
X: Attack
Shift: Dodge roll

Implemented contents:

  • Basic movement, attack and dodge roll.
  • 1 melee Monster
  • Some lines
  • Powerup store
  • 1 bad end
  • Very noob pixel art

Some additional notes:

Press Z to buy powerups. And after upgrading your health, you have to talk to the Enchanter to buy next one.
(As a simple workaround, I make use of the health powerup for pushing the story progress. But didn't got time to add hints, my bad.)

Font is from [https://managore.itch.io/m5x7]

Ratings

Overall 402th 3.25⭐ 22🧑‍⚖️
Fun 343th 3.2⭐ 22🧑‍⚖️
Innovation 579th 2.5⭐ 22🧑‍⚖️
Theme 502th 3.075⭐ 22🧑‍⚖️
Graphics 348th 3.3⭐ 22🧑‍⚖️
Mood 376th 3⭐ 21🧑‍⚖️
Given 26🗳️ 12🗨️

Feedback

BumDag
05. Oct 2020 · 08:01 UTC
Links are currently broken :( if you didn't know, maybe still in draft?
daitli
05. Oct 2020 · 12:52 UTC
I could not play it, can you update your links? They are broken.
Cryptomnesic
05. Oct 2020 · 13:16 UTC
Bruv you need to set it as 'Public' not draft I did the same earlier
🎤 UnluckyNinja
06. Oct 2020 · 00:59 UTC
@bumdag @daitli @cryptomnesic

My fault. I indeed forgot to publish the page.
It's my first time joining a ldjam and make a playable game, and was in a hurry to catch the train.
Didn't got time to have enough thoughts on avoiding mistakes when uploading the game.
Thank you guys for the reminding. It should be available publicly now.
Game page descriptions will be add when I arrive at home (about 10 hours later).
sampadders
06. Oct 2020 · 19:07 UTC
I liked playing this. Really enjoyed the roll animation! The tutorial area was a nice touch too. Game concept was cool the only drawback was I felt the combat was quite finicky leaving no room for error. The upgrades worked well to combat that though!
🎤 UnluckyNinja
06. Oct 2020 · 21:38 UTC
@sampadders
Thank you! The enemy AI was simply set to attack you when close enough to it. I should have made it less aggressive..
tjm
06. Oct 2020 · 22:32 UTC
Solid skinner box, felt well balanced and the graphics and animation generally communicated what you were doing pretty well! My only complaint is that the perspective makes it a little hard to tell what your weapon arc is in some directions?
🎤 UnluckyNinja
07. Oct 2020 · 09:05 UTC
@tjm
Thanks, I may have been too strict about the sprite animation size, all of theme are 16x16 pixels, leaving few space for attackinr part... When testing I am also feeling it's not intuitive if the attack will hit. Next time I will set up with a larger canvas, and make sprite and collision sync better.
JudgeZedd
07. Oct 2020 · 09:47 UTC
It's a fun and tight little action-adventure game. The grindy nature definitely fits the theme, and the combat roll is really satisfying. If you're looking to take it further, I think you've got a solid base here.
Athryell
07. Oct 2020 · 09:59 UTC
Really nice game! It took a little bit for me to learn how to fight the cute slimes. I would appreciate a damage counter or the weapon but it's my personal opinion. Good job!
Hadryel
07. Oct 2020 · 16:12 UTC
I really like the approach. The pixel art looks pretty cute (and well expressed for the minimalism). I learned about the dodge after completing the game (I guess) xD. Don't know if it was me or wasn't that clear. But overall you should be proud for this compo entry! Well done!
arzi
08. Oct 2020 · 12:17 UTC
I really liked it! And it fits the theme and especially the name very well!
Jeremy Ryan
09. Oct 2020 · 15:10 UTC
Neat entry. Very good job introducing the mechanics in the tutorial to get the player used to them before the main game.

The combat was a bit simple; it would have been nice if there was more variety in enemies and you had a larger range of upgrades to purchase that affected how you fight (e.g. range on your sword). But of course 48 hours isn't a ton of time to add all this stuff in.
🎤 UnluckyNinja
09. Oct 2020 · 16:15 UTC
@judgezedd @athryell @hadryel @arzi @jeremy-ryan
Thank you guys, really appreciate it.

I acutually have similar ideas before the jam, to mock the overwhelming "paying as gameplay" games in my country. But I'm more a dreamer than a doer. Most of my projects died at scaffolding.
When LD started and the theme was out, I almost didn't come up with other ideas. I'd like to thank LD that it gave me a chance and motivation to finally be able to finish one.

As for the damage counter, I should have made a text label indicating how many times you have upgraded. But after finishing store functions, I still didn't have a start-to-end gameplay. I was busy catching the deadline and testing the game, then I just forgot it. I hardly had a clear mind at that moment (LD ends at 6:00 a.m. here).
And I have considered a second monster. I even prepared sprites for it (A ranged purple slime). But got no time to implement it.
I really need to practice more at coding and workflow. :P
Misterm
09. Oct 2020 · 20:59 UTC
I like the idea, The attack and rolling are good. missing the sound that could make more atmosphere. Good job
sg-goennung
14. Oct 2020 · 18:02 UTC
Really a great game for the Compo. Graphics are nice and I like the "souls-like" game play!
doomshmuck
16. Oct 2020 · 14:12 UTC
I'm impressed with how far this got in the jam, nice job. I would have really liked some sound effects or something though, would have added quite a bit to the atmosphere. The controls felt pretty clunky, I think partly due to only accepting one movement input at a time, and having motion completely stop when attacking. It made it entirely too easy to just get killed by the enemies, while feeling like the controls were to blame. I think if the controls were improved, this would be a really cool base for a full game.
Wahooney
16. Oct 2020 · 15:51 UTC
I enjoyed your entry, I played until the enchanter told me to go through the portal but there was no portal o_O And I dig the micropixel art aesthetic.

Now for the biggest criticism: the controls feel really stiff, it feels like you have the if(up) moveUp(); else if (down) moveDown(); system going for your movement, which can lock out axes when pressing multiple buttons when play gets intense. That aside, a few more monsters and locations and you have the start of a promising twin-stick souls-like here.