Robodungeon by loginaut

[raw]
made by loginaut for Ludum Dare 51 (JAM)

Navigate the perilous dungeon to defeat the two bosses hidden within. They have grown more powerful with the help your supercharged rubies, which must be recovered at any cost!

Controls: - Click to move, right click to cancel. - Press [p] to use your ability (once unlocked).

Theme: Every 10 seconds the boss's attacks relent, giving you time to strategize for the next round of movement-based combat.

Music from https://incompetech.com/ Cover art by Dall-E

Ratings

Given 7🗳️ 3🗨️

Feedback

ChillerTyp
04. Oct 2022 · 07:12 UTC
The preview picture looks promising... but the game's not working somehow.
Allosius
04. Oct 2022 · 07:15 UTC
The vignette is very nice, but I didn't understand at all what to do in the game, it lacks finishing touches, feedbacks and indications for the player.
johanhelsing
04. Oct 2022 · 18:55 UTC
We should probably make a games-that-are-really-hard-to-figure-out gang :D

Btw, the web player didn't get past the unity loader for me. The windows build worked, though.

First time I launched the game, I think I was a bit unlucky with the rng. I started in the middle of only rocks and mashed the keyboard and dragged the mouse like a madman, and I almost gave up.

When I relaunched the game, I was more lucky, but I was still a bit unlucky with the rng because the passages from the starting room were too narrow to move through.

Third time, I managed to beat some of the big enemies, and got the pitfall mecanic, and managed to knock down some of those red little guys.

I still don't understand what the 10 second timer does? For me, it seems like it's just the game pausing every 10 second while in a fight? Or is there something more to it?

Anyways, I had fun trying to decipher how this one worked, and pretty satisfied I managed to trip those tiny red guys.

Robot model and driving sounds are cool. I like the offset hexagonal rock tiles as well :)
macs
14. Oct 2022 · 00:42 UTC
Very interesting movement system you made; Definitely unconventional. It could be frustrating sometimes to be locked into a long path, but I think that added some tradeoff that made it challenging in a good way.

Is the world procedurally generated? It seemed to change every time I played. That's pretty impressive to do in the jam time restriction.

Theme connection felt pretty weak, but that's okay.

I completed that game several times, but I couldn't tell if I won or lost each time :) Feedback there would be appreciated, and probably drive someone to try again more.