Shifting Dungeon by codeapparat

[raw]
made by codeapparat for LD31 (COMPO)
You venture into a dungeon in search for loot (cliche!!!). It seems quite small at first glance... but is it really?

A game where the dungeon does the crawling...
Who can amass the most riches? And who can defeat the evil that inhabits these walls?
Post your high-scores!

WASD to move, left click to attack.

The Windows download was the version initially released for Ludum Dare. It is written in XNA 4, so you probably have to install that if the game won't start. Run the included CheckPrerequisites.exe in this case and it'll tell you what you need to install.

The Unity Web Player version was created post-compo, but is a direct port of the XNA version and contains the same content, features and bugs.

Things that i wanted to do, but couldn't in time:
- different enemy types (skeletons with bows, charging knights)
- different weapons (bow for example)
- more refined game mechanics. some parts are quite "rough".
- a more interesting boss battle concept.

Ratings

Coolness 63% 3
Overall 3.64 177
Audio 2.76 531
Fun 3.56 176
Graphics 3.19 488
Innovation 4.35 19
Mood 3.16 356
Theme 4.30 50

Feedback

Wevel
08. Dec 2014 · 22:21 UTC
I love how the map changes over time.
BoraxKid
09. Dec 2014 · 10:17 UTC
The map changing thing is really great
PERECil
09. Dec 2014 · 18:55 UTC
Very inventive game, reminds me old the old "Labyrinth" table-top game. It's also cool to see another XNA game out there (mine is also made with XNA). Can I borrow the code from the prerequisites check for my future games? It would help as I was using the VS Express packager and some people didn't like it.
qristofer
09. Dec 2014 · 19:03 UTC
I'm impressed! It plays very well and the idea is genius. Kept me playing for a while.
johnbrynte
09. Dec 2014 · 19:23 UTC
A fun interpretation of the theme. Plays and look great too! Would have been fun to see more game mechanics, especially how the changing of the level could be used to the players advantage.
🎤 codeapparat
09. Dec 2014 · 19:37 UTC
Thanks, glad you like it. :)

@PERECil: Sure. It's written in C++ to make sure that it doesn't depend on any libraries. The code is messy, though, because i don't really have a cliue what i'm doing in C++. :) Here's the code:
http://www.codeapparat.de/files/ReqCheck_XNA4.zip
Xanjos
10. Dec 2014 · 15:16 UTC
The whole concept of rooms shifting over time was brilliantly done and suited the theme very well. Also that swishing sound the sword makes is awesome :D
Marcellus
10. Dec 2014 · 23:27 UTC
I really really liked the concept. the controls are a bit slippery and having to hold mouse button is a bit much. that aside you really should consider making a full game out of this
rjhelms
12. Dec 2014 · 03:37 UTC
Amazing interpretation of the theme, and a great twist on the ol' dungeon crawl genre.

More weapons and enemies and some time to polish this up could really round it out into something amazing.
sorlok
12. Dec 2014 · 03:38 UTC
Very cool evolving map. Mechanics need some work, but the concept is cool and worth exploring more. I had fun!
barkergames
12. Dec 2014 · 03:48 UTC
Wow, one of my favorites so far! I love what you did with the theme!
Erhune
12. Dec 2014 · 03:51 UTC
The room shifting was REALLY rice, so big props for fitting the theme so well! The fighting also felt pretty good for a game made in such time, good job!
Trite Games
12. Dec 2014 · 12:36 UTC
Good interpretation of the theme and it's fun to play. The sword animation looks funny ^^ The randomness is cool, I got trapped one time but just had to wait for the level to change again. The enemies don't seem to attack, you just shouldn't touch them. Overall a great entry and thanks for the feedback on our game :)
Boberro
13. Dec 2014 · 09:10 UTC
As I decided it's an endless loop and there's no need to be so sneaky, boss arena started showing up. When boss spawned, I had 1 point of life...

On the side note, care to share how did you use web player with XNA game?
Tiago Ling Alexandre
13. Dec 2014 · 13:34 UTC
Interesting idea, i really like the use of particles in the game, feels very satisfying to open chests and kill enemies! Movement of the player character could be smoother, but overall cool concept and good execution, congrats!
egos
13. Dec 2014 · 19:27 UTC
nice idea the puzzle dungeon move
well polished
movement need to be more accurate for killing mob but ist ok
GeorgeBroussard
13. Dec 2014 · 20:09 UTC
Neat idea. Clever. There's an interesting idea to build on here. I'd consider working on this some more and see where it goes.
Tifu
13. Dec 2014 · 20:54 UTC
Cool idea! Took a few tries to get to the end boss - seems to be a bit random as to whether I hit him or he hits me, so even with full health he ended up winning =[
Good game to that point, would be better if the money had some purpose, some random shopkeep sliding in who can sell upgrades or something. At least, if there is anything like that, it never showed up.
🎤 codeapparat
14. Dec 2014 · 02:36 UTC
Thanks for the kind words and constructive criticism, everyone. I'm very open to honest feedback. Also, if you have any ideas for features, mechanics or other stuff you'd like to see in a more refined version of the game, feel free to share.

@Tifu: Thanks for the feedback and the idea with a shop. That's something a more advanced version of the game would most likely contain. Right now the gold only serves the purpose of a highscore. Wouldn't have had the time in the 48 hour compo to implement a shop. I'm glad that i got the boss in, at least, pretty much last minute. There is a strategy for the boss, albeit not a very good one. The trick is to slow the boss down, either by dodging or by letting him bump into pillars. This allows to damage him quite safely. It's a pretty bad boss mechanic, to be honest, because it's not clear to the player what went wrong when it seems to be impossible to fend off the boss. That would definitely be replaced with a better mechanic in a more advanced version of the game. Thanks again for you suggestions.
spotco
14. Dec 2014 · 08:54 UTC
Really interesting shifting dungeon mechanic that would be a cool dungeon for some expanded rpg. Combat isn't too fun though, the enemies really aren't too threatening and don't have any patterns other than "slowly approach hero" .

Also the sword swing sounds like someone saying "woosh" into a microphone :P
Pat Kemp
17. Dec 2014 · 04:33 UTC
Great premise with the shifting map. The combat got a little boring, but I think the concept is a great foundation to build on. Great work!
ceosol
23. Dec 2014 · 16:51 UTC
This is an incredibly neat concept. The dungeon transitions seem really smooth. The controls were a little too "floaty" for my tastes, both in moving and attacking (I couldn't tell exactly what the hit radius was). I think a post-comp version would do very well with the changes you talked about making. Great job on this done in 48.
5k0d
29. Dec 2014 · 13:13 UTC
very nice concept and i like the idea of changing the level parts! pretty neat stuff
SecondDimension
29. Dec 2014 · 13:48 UTC
Really nice concept, the map sliding was a nice touch. Got a bit bored of swinging that sword though.
jasonLJ
30. Dec 2014 · 01:51 UTC
I really love how you interpreted the theme! Wasn't lazy in design at all!