Dirt Cheap Dungeon by dalbinblue
You have come to the lair of the fearsome monster that took from you something dear to you a long time ago. You are here to take your revenge, and armed with your... your... What, you forgot everything? Lucky for you there is a merchant near by for just an eventuality. Too bad dungeoneering hasn't been that lucrative as of late.
Explore the dungeon and get back what you have lost!
Made in XNA and .NET 4.0. To run, unzip and run the included executable. You will need XNA installed. There is a link above for the redistributable if you need it.
Controls:
---------
Arrow Keys / Gamepad Directions - Move
Space / Game A Button - Attack / Use Objects / Advance Text (Pretty much everything).
Constructive criticism is always welcome.
Edit: Fixed a game break bug where knock back from an attach can embed the player of a monster in a wall.
Edit x2: Hopefully fixed game crash when playing music on a DRM error with MP3s. Swapped to a different file format for music.
Also hints:
- Not all paths can be taken by all weapons
- There are five health up items hidden in the game, you can get to all of them with any weapon
- There is a hidden room
Explore the dungeon and get back what you have lost!
Made in XNA and .NET 4.0. To run, unzip and run the included executable. You will need XNA installed. There is a link above for the redistributable if you need it.
Controls:
---------
Arrow Keys / Gamepad Directions - Move
Space / Game A Button - Attack / Use Objects / Advance Text (Pretty much everything).
Constructive criticism is always welcome.
Edit: Fixed a game break bug where knock back from an attach can embed the player of a monster in a wall.
Edit x2: Hopefully fixed game crash when playing music on a DRM error with MP3s. Swapped to a different file format for music.
Also hints:
- Not all paths can be taken by all weapons
- There are five health up items hidden in the game, you can get to all of them with any weapon
- There is a hidden room
Ratings
| Coolness | 69% | 3 |
| Overall | 3.91 | 30 |
| Audio | 3.26 | 145 |
| Fun | 4.00 | 10 |
| Graphics | 4.00 | 67 |
| Humor | 3.20 | 155 |
| Innovation | 2.86 | 528 |
| Mood | 3.55 | 91 |
| Theme | 3.23 | 299 |
I wish my character's direction could be changed mid-movement. For some reason, if I hold down a key and press another he keeps walking in the old one. That's a minor thing, though. Overall, good work!
You probably know you can push guys through walls. That's the biggest problem I've seen, and all things considered, that is great news.
Keep up the good work!
@Senevri, did you get a specific error? What locality is your machine in case that's the issue (I've had those problems before).
Now for a few issues I had. Not major, but your slime sprite seemed to have a kind of box around it. No other sprite looked like that, so I'm guessing it's an odd sprite sheet miscalculation somewhere or maybe it's just my machine.
Also, the slimes were oddly tough to kill due to the player's hitbox or maybe it's the sword swipe hitbox being too small or something?
And I found a bug that caused me to have to restart. In the room with all the little blue squid thingies where you have to kill them to open the door at the bottom, I stayed in the doorway and killed a few baddies before going in. When I went into the room, the doors locked behind me and then I killed them all and the doors didn't open. So I guess it didn't register the kills because I did them in the doorway before the room locked?
The music is great, the spriting is really consistent and imaginative, and the core mechanic is really solid. Your approach to the theme was very entertaining. Great game as usual!
@ehtd I will admit that I did look at the sprites from Lolo and a dozen other games for inspiration and some animation guides.
@Darkcoder That issue is because of how I handled objects that reset and objects that have a permanent state in the game. I unload sprites for temporary objects when you leave the room, but also before the camera pan is performed. I can probably fix it in 10 minutes or so by attaching to the camera move complete event instead of at the initial loading of the room, but it's not a game crasher so it would not be in the spirit of LD to make that kind of change after the deadline.
Cheers, Marcus