Dungeon Loop by Ynk

Welcome to the magical forest dungeon of Loopyland!
You are a brave adventurer looking for tales to tell and make your way through this very special place. At every step, you may encounter enemies that you will have to defeat... with music!
Be smart, synchronise your actions with your enemy's to defeat it and continue furthermore into the dungeon!
Controls:
- During battle, drag'n'drop your actions on your timeline That's actually all!
Enjoy and have fun!

| Youtube | https://gravitygoat.itch.io/dungeon-loop |
| Original URL | https://ldjam.com/events/ludum-dare/47/dungeon-loop-1 |
Ratings
| Overall | 257th | 3.932⭐ | 24🧑⚖️ |
| Fun | 661th | 3.455⭐ | 24🧑⚖️ |
| Innovation | 73th | 4.136⭐ | 24🧑⚖️ |
| Theme | 1078th | 3.341⭐ | 24🧑⚖️ |
| Graphics | 123th | 4.364⭐ | 24🧑⚖️ |
| Audio | 53th | 4.238⭐ | 23🧑⚖️ |
| Humor | 551th | 3.024⭐ | 23🧑⚖️ |
| Mood | 263th | 3.909⭐ | 24🧑⚖️ |
| Given | 7🗳️ | 16🗨️ |
That said, the core concept is AWESOME, when the system was working perfectly it felt really good having the music match up directly to the players actions, super super cool
I mean, the combat system is a good idea, but I cant help notice that its not well balanced, being a fight game, I would expect being able to attack at least once per turn, which some times there was just movement options...
The blending of the sounds is harsh, but understandable.
Lighting could have been a bit richer, but it does not break the overall idea, so it is fine.
Overall, I really loved the idea, given the right amount of fine tuning and work it can become a good commercial game on its own :)
@seth-tal @duke @decipator we are completely aware of the lack of balancing and depth in the battles and progression. We actually were planning much more about this in the first place but... lack of time unfortunately! :) Maybe we'll work on a post-LD version, more polished and complete! Would you be interested in such a thing?
@3mpty yeah, we had problem synchronising sounds and music because of the sound engine of WebGL... some features available with Unity were not working in WebGL and so we had to patch it to make it kind of work... but indeed it is not perfect ^^' Next time, we'll surely also submit a Windows build or something which should be robust on this side!
edit: oh yeah one thing I think you guys should work on in the future is Lighting. Forgot to mention that in my previous comment.
Concerning lighting, we would like to have the time to work on it, but during a LD it is quite difficult to find the time to do so :D unfortunately there has to be some concession...
(Tbh a bit sad to have to battle the creatures instead of being friend with them haha)
As it is however, I felt like the random pick of abilities for the player felt like it was stealing from my own agenda and removed chances for me to strategize. It might have helped to be able to get a forecast of which abilities will be available next turn so that the player can adapt and prepare accordingly? How about saving some of the actions for later? Might lead to interesting trade offs.
Also I felt that the combat's pacing was a bit off. Since music is involved, I'm thinking a timer might help solve some of the sluggishness appearing at times. Also, I think the timeline is too long, would maybe remove a few action slots available (which in turn would reduce the number of actions available to keep the current "choose wisely set up").
Lots of potential there, really like the concept. With a little tweaking and expanding, I would definitely play a dungeon crawler with that gameplay!