DOWN the DUNGEON by renrok

:notebookwithdecorative_cover: Story
Finally, you, the allpowerfull magician, found the crypt of the vampire who has been terrorizing the land for decades. But as you enter this tomb, it looks suspiciously empty...
Will you get to the bottom of this, or will this dungeon bring your inevitable fall?
:clapper: Gameplay

And welcome the evil dungeon boss Dracula!

:video_game: Controls

:art: Made by team ToxicOtter
@alexhonor - gamedesign, programming
@MoonDweller - gamedesign, programming
@renrok - art
:musical_note: Meant to be played with sound!
:wrench: Bug Fixes
06.04.22 - Projectiles and enemies do not transfer to the next floor - Projectiles are no more destroyed when shooting near the upper wall - Fixed upgrade icons size (were to small) - Fixed win screen bug - Fixed cursor scaling issue
08.04.22 - Boss arms switched (now they are finally in their rightful places) - Fixed another win screen bug
We've added a Post-Jam version! Check out Web build or second file on itch.io for it! If you want the Jam version, download the first file.
| itch.io | https://renrok.itch.io/down-the-dungeon |
| Web Post-Jam | https://renrok.itch.io/down-the-dungeon |
| Original URL | https://ldjam.com/events/ludum-dare/50/down-the-dungeon |
Ratings
| Overall | 74th | 4.118⭐ | 36🧑⚖️ |
| Fun | 41th | 4.176⭐ | 36🧑⚖️ |
| Innovation | 378th | 3.603⭐ | 36🧑⚖️ |
| Theme | 355th | 3.941⭐ | 36🧑⚖️ |
| Graphics | 329th | 4.088⭐ | 36🧑⚖️ |
| Mood | 253th | 3.924⭐ | 35🧑⚖️ |
| Given | 30🗳️ | 25🗨️ |
The interpretation of the theme is bang on. I didn't think this theme could be done well but this actually benefits from it. I really like that you are trying to avoid falling to the next level not because it will mean game over but because the longer you delay, the more powerups you can collect. really cool mechanic as it challenges you to hold out as long as you can but when it's all too much you can just say screw it and hop down the hole! Serves the double purpose of moving forward which you inevitbly must do and also escaping from a hot situation.
Only nitpick is just bug related where enemies/projectiles sticking around sometimes when you transition floors.
Awesome work.
I like the art design, and the fact the perks/bonus are taken automatically.
I found a bug, when you are too close of the upper wall, the hand is touching the wall, and the projectiles are automatically destroyed.
There is no pause button, pushing ESC quit the game >< !! Doesnt like it at all !
I would have appreciated a boss life bar, because I shot him for 5 minutes and I still not killed him xD .
There is a lack of sounds but it's not a big problem. Gameplay is solid and Artstyle is great.
The game felt a bit short. I think I was just getting the hang of some of the normal enemies and wasn't expecting a final boss room so soon. A couple more screens of different combinations of normal enemies would've been fun.
Some normal enemies (and even pots) felt annoyingly tanky. I had to shoot them many times before they would die, so I felt a bit weak. It would have been nice to have enemy health bars so that I can see which enemies are almost-dead and which are still full health. As-is I tried to focus down enemies one by one and keep track in my head of which enemy I have already hurt.
The visual style and visual polish are great. I liked the shaking tiles, impact particles, and flashing text or health effects.
Some suggestions are to make the bullet firing/impacts have sounds and a "feel" to them. Also, the boss having a health bar would be great.
I just finished what I think was an intense 5 minute boss fight (I beat him! on the 3rd try)
Loved being able to choose when you fall down to progress, that was really clever.
The game seemed to know when I was desperate for a heal, I figure that was intentional :)
Definitely would have felt more punchy with some good sound FX for the attack.
Really REALLY well done!
A minor critique, It doesn't seem that there's any reason to stop shooting. Reload, recoil or slow would be great penalties to continuous shooting. Or you can default the player into firing, since there isn't a decision to make? Just my opinion tho. Great work!
We're thinking about doing a Post-Jam version, so we can expand content a bit and address some issues we didn't have time to fix during Jam (like boss lifebar, for example). All your feedback is valuable and taken into consideration!
Well done! ;)
Took me two tries to finish. =)
If I were to add one small detail it would be some shooting SFX.
Great job making the game!
