Deeper into the dungeon by Paprikcho

[raw]
made by Paprikcho for Ludum Dare 48 (JAM)

I'm dying inside...

Ratings

Overall 1666th 2.972⭐ 20🧑‍⚖️
Fun 1334th 3.056⭐ 20🧑‍⚖️
Innovation 1884th 2.118⭐ 19🧑‍⚖️
Theme 1687th 2.833⭐ 20🧑‍⚖️
Graphics 1665th 2.694⭐ 20🧑‍⚖️
Audio 1004th 3.056⭐ 20🧑‍⚖️
Given 20🗳️ 10🗨️

Feedback

teenythanos
27. Apr 2021 · 06:33 UTC
Love the classic art style! Totally perfect for the game.
Reblys
27. Apr 2021 · 07:07 UTC
Nice work ! Simple and effective. The progression as you start new runs is very pleasant, but maybe a bit too slow. Good luck for your next project !
JustusPan
27. Apr 2021 · 07:07 UTC
Simple and straight forward gameplay!The heal action seems take no effect because it always recover 1 HP, which mean enemy's hurt will always large or equal your healing. The music is exciting and addictive. Good job! I could never go deeper than floor 6.
Daniel Seeberg
27. Apr 2021 · 07:09 UTC
I think the progression is too slow, after the first run you should be able to upgrade something. but it was good and simple. was this inspired by soda dungeon?
🎤 Paprikcho
27. Apr 2021 · 07:49 UTC
@reblys Thanks!
🎤 Paprikcho
27. Apr 2021 · 07:52 UTC
@justuspan I appreciate the feedback! My bad for the heal action not working, it was meant to scale with max health, but apparently it doesn't.
🎤 Paprikcho
27. Apr 2021 · 07:55 UTC
@daniel-seeberg very much so!
batiali
27. Apr 2021 · 21:13 UTC
those turtle looking spiders man...
(gg wp)
mhorth
28. Apr 2021 · 22:44 UTC
Nice job! The animations were good and really sold the idea of my characters jumping into battle to take their turn and attack.

However, I didn't see any indicator for whose turn it was. If I wasn't keeping track of my attacks, I wouldn't know which character I was about to command.
morrilet
30. Apr 2021 · 03:29 UTC
This was pretty fun! I wound up breaking the game a bit when one of my characters died at the same time as an enemy and the game didn't seem to know whose turn it was after that. Outside of that, I think I would have liked to have seen more incentive to use the block or heal actions. They didn't feel super useful, so I just always attacked. Either way this was a fun little clicker. Nice work!
megalukes
06. May 2021 · 00:35 UTC
A really nice one to play. I just wish there were some target/active battler indicators. That would've improved it a lot. But really fun to play overall. Nice!
Substain
06. May 2021 · 08:14 UTC
I think it need some balancing (the spike monsters were mean), but all in all better than I expected in the beginning :)
KOHCEPBA
10. May 2021 · 07:49 UTC
1. Can't turn off music, even if move slider to the left or left+1 pixel - it still playing. Music is ok, but definitely not good. And this became an issue after 5 minutes of playing.
2. Balance need some polishing, game feel slow. Something major (new guy or item) happened only once per 3-4 runs, especially important on early stage of the game.
3. Bugs-1. Game does not recalculate HP for new run if I haven't visit shop, so my guy with armor does not have his +10 hp.
3. Bugs-2. Not sure how moving order is calculated. Probably it suppose to go like this: my guys, enemies, my guys, enemies. But when there are more than 3-4 actors pattern breaks and became chaotic. Sometime enemies are the ones who skip turns, other times - my guys. One mob killed my 12hp guy on level 8 because he moved 5 times in a row.
4. Would be nice to see money in game, not only in shop. This is not important, just some small thing.
5. I personally think game will better with auto-battles. It is not a FF with unique heroes/animations/tactics. But that is just my taste.
masterkrepta
11. May 2021 · 01:51 UTC
I enjoyed the flow of combat in this game. I got stuck once i got to the blue spiked enemy, maybe i just needed morepower to damage it, but i got to the point where i could not make any moves against him and had to quit out. couldnt attack and had no shield or heal ability either.
fabula_rasa
11. May 2021 · 19:58 UTC
Cool concept to make a rogueish dungeon crawler :). It plays fine, if a bit slow - faster money-making would be nice.

There are some improvements that I could suggest:
- Heal action is not worth it really. Takes a whole tun and heals only 1 point. The enemy will hit you for minimum that point anyway making the whole effort mute really.
- Music slider in the options seems to do nothing.
- Would be nice if there would be keyboard bindings for the actions. Better than clicking :)