D'erps Delivery Debacle by Digx7
D'erp used to have friends. Now their all gone. All that's left is Hope's last gift. But the demons of the void have come to take even that. Armed with his trusty turret D'erp must venture into dark maze to find resources, upgrades, and tools to help him combat the demons. Can you survive the maze?
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Objective
Deliver the bomb to the sorcerer to win Protect the flower from waves of fiends Navigate the maze and find upgrades
Controls
Move: ..................................... WASD, Arrow Keys or Left Stick Pick Up: .................................. Space or South Face Button Drop: ....................................... Left Shift , n Key, or East Face Button Look at Different Item: ..... Alt, m Key, or North Face Button
Items
Bomb: drop at sorcerer to win Chest: drop at turret to upgrade Keys: drop at corresponding door to open Boots: run faster Map: remember where you've been Staff: shows when the next wave comes
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This game was made for the Ludum Dare 53 Game Jam. The Theme was Delivery.
| itch.io | https://digx7.itch.io/derps-delivery-debacle |
| Original URL | https://ldjam.com/events/ludum-dare/53/derps-delivery-debacle |
Ratings
| Overall | 768th | 3.409⭐ | 35🧑⚖️ |
| Fun | 641th | 3.375⭐ | 34🧑⚖️ |
| Innovation | 334th | 3.641⭐ | 34🧑⚖️ |
| Theme | 1127th | 3.016⭐ | 34🧑⚖️ |
| Humor | 845th | 2.667⭐ | 32🧑⚖️ |
| Mood | 608th | 3.516⭐ | 34🧑⚖️ |
| Given | 33🗳️ | 44🗨️ |
First game was wondering how everything works but second play I already had tactics in mind and played it through :)

It's like solving a maze, mixed with time pressure, Doom-style keycards, and RPG-style progression! Very interesting mashup of genres and ideas. Life got soooo much better after finding the map — maybe that one should be even closer to the start, or just unlocked from the get go. I didn't think I'd like upgrading the turret and running back to man it every so often, but I kinda did! Imagine adding tower defense gameplay into the mix — now we're getting somewhere!
This is the second game I've played this Ludum Dare which has a dedicated "drop" button and it *really should not.* Upgrades should be permanent when obtained; making me choose between basic features like "run faster" and "see the timer" and "a map that doesn't fade after a few seconds" feels like a bad joke at my expense. Likewise, keys should be used instantly when you touch the door, as should turret upgrades when you touch the turret - *there should be no reason to have to explicitly "drop" anything at any time.* (Honestly, the fact that the map fades by default also strikes me as foul play!)
I want to love this game, I really do, I love the loop where you're having to constantly run back from your explorations to defend the flower, but the "delivery" angle you've tried to shoehorn in here with the "pick up and drop" mechanics is at complete odds with everything that makes this game *interesting*. The actual "tower defense" angle may be thin (it'd be more fun if you could actually aim and shoot oncoming enemies!), but it's the absolute least of my problems with this game.
If we were to explore this game further, making the tower defense engaging would be the first focus. I'm also curious how different angles towards the maze exploration could turn out.
Damn, now I'm dreaming of a tower defense addition with different ways to upgrade the tower, different "checkpoints" along the enemy's routes would be so cool!
I actually enjoyed the maze exploration part, *up until I noticed the game was eating my mapping progress while I wasn't looking.* I would've been fine, perhaps, if all I needed to do was find the map in order to keep my progress (still foul that it was being held hostage in the first place!), but the fact that I needed to *choose* between it and the running boots (yes, I did find the backpack, but I'd still have to forsake one or the other to carry keys, turret upgrades, or the bomb) soured me on the *carrying* mechanic in turn.
I should highlight - Desktop Dungeons *absolutely* puts a cap on what you can carry! But that cap is a generous *six,* with "small" items like potions fitting multiple to a slot, and there's no fumbling about with switching back and forth between items ("dropped" items are *recycled* for a bonus); inventory management is a puzzle, yes, but it rarely feels like a *straitjacket,* the way this game's limitations do.
As a player when there is too much text at the same time, I partially read. So I play and did not understood at all (my fault but we are legion).
I was able to pick up chest but not to drop it, because I was dropping with the same button, witch you did because we can carry multiple things, so you need a dedicated drop button, and another button to roll those items. I think it's overcomplicated. You could take keys/map/boots/scepter one for all (Of course it changes the difficulty). Chest/Bomb can be picked-up/dropped using the same button. For chest a simple hit of the turret could drop automatically.
After taking the time to read completely 'how to play', that was clearer.
During the Fight phase there is not much to do, I think you could simply improve it by placing 3 (5?) bows at different places (but not too far), than you have to juggle from one bow to another to defeat the multiple attacks.
Once said, I like the mood of the game, the SFX and enemies. The like the exploration part with the fog of war but wish I found the map earlier ;). I had a good time. Great job.
Without upgrades, first I thought the attacks are a red herring, and you have to complete the objective ignoring the flowers. But in the end, it was much easier to just upgrade my bow quickly, and keep holding a boot whenever I can the rest of the time. (In fact, maybe the waves became too weak at that point, making the rest of the job not much of a challenge. Maybe this part could use some tweaking.)
Sadly a bug prevented me from seeing the victory screen: some monsters spawned in odd positions in the room, so they couldn't go down the tunnel, so the battle round never ended. But I did deliver the bomb, and it was still satisfying to do.
I really liked the visuals, the mechanics, as well as the dynamic music. The game feels like a very complete experience, well done!
and please tell me the name of the music. lol