Turn a cave! by Night
Hello guys!
We finished work on our game and now... Tadamm! Let's start! TURN A CAVE!
This game is about adventures of one strong young dwarf in deep mines near his native village. His main task is to collect gems in that mines. Each gem make village habitants happier, because dwarves can buy meals for it.
So, you are starting with random oriented different types of mines tracks, and you need to turn them and make appropriate path to gems and weapons. Yes, weapons! On higher levels different monsters, guarding jewels, will appear! Fight them and take a reward.
But be aware of time! On each level you have limited amount of steps, and if you run out of time – KABOOM! caves will begin to ruin. But you have an opportunity to escape – find a safe place with torches and wooden floor and stay on it! You'll survive after fall of stones and continue your adventures.
In the right part of screen you can see panel with game data and messages. Read them and you'll know all necessary information about game walkthrough. Also you can see here, if any monster guards a gem – just point your mouse on gem and read.
---Control
You can rotate tiles by RMB and walk by LMB.
---Known bugs
Because of the random nature of game's mechanics, you can get into a no-win situation. In this case try to use BLAST button from a safe place.
Game is very slow on Linux Firefox.
Feel free to share your high scores in comments!
We finished work on our game and now... Tadamm! Let's start! TURN A CAVE!
This game is about adventures of one strong young dwarf in deep mines near his native village. His main task is to collect gems in that mines. Each gem make village habitants happier, because dwarves can buy meals for it.
So, you are starting with random oriented different types of mines tracks, and you need to turn them and make appropriate path to gems and weapons. Yes, weapons! On higher levels different monsters, guarding jewels, will appear! Fight them and take a reward.
But be aware of time! On each level you have limited amount of steps, and if you run out of time – KABOOM! caves will begin to ruin. But you have an opportunity to escape – find a safe place with torches and wooden floor and stay on it! You'll survive after fall of stones and continue your adventures.
In the right part of screen you can see panel with game data and messages. Read them and you'll know all necessary information about game walkthrough. Also you can see here, if any monster guards a gem – just point your mouse on gem and read.
---Control
You can rotate tiles by RMB and walk by LMB.
---Known bugs
Because of the random nature of game's mechanics, you can get into a no-win situation. In this case try to use BLAST button from a safe place.
Game is very slow on Linux Firefox.
Feel free to share your high scores in comments!
| Web | http://telpenight.github.io/ludum-dwarf/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46365 |
Ratings
| Coolness | 82% | 2 |
| Overall(Jam) | 3.24 | 468 |
| Fun(Jam) | 2.98 | 555 |
| Graphics(Jam) | 2.80 | 708 |
| Humor(Jam) | 2.75 | 408 |
| Innovation(Jam) | 3.51 | 233 |
| Mood(Jam) | 2.62 | 791 |
| Theme(Jam) | 3.54 | 521 |
Great anyway
Music was added to game right before publishing from some free asset. Game is not judged in audio category. I'll try to ask organizers, if they won't might to turn it off now or change for something more suitable.
If I were improving it, I would:
* Either allow long-distance pathfinding (click anywhere for which there is a visible path and the character will go there automatically), or show a visual indicator as you mouse over tiles that reminds the player that the four tiles adjacent to the player are the only ones he can gainfully click on.
* Show a clearer end-result/threat. In the end I stopped playing despite enjoying the underlying mechanics because I didn't feel an ovearching purpose.
* Eliminate "dead end" tiles. There are enough dead end situations without them: that is, corners and straights often conspire to make a path impossible. I don't think dead ends are necessary, and I think they slow down the game and amplify the risk of unwinnable situations.
The name, by the way, rhymes with "Tourniquet!", which is kind of funny.
Overall, a fun idea that could do with more polishing.
Also I saw a reference to some music in other comments, but I had absolutly no sounds (played in chrome).