Shifting Dungeons by danielilett
You're a shape-shifting magician from the land of Shiftopia. Your job? Navigate through the shape-shifting, labyrinthine dungeons to reach the end and ensure the legacy of the ancient magicians for the next generation. Don't get ambushed by the threats found in the dungeons though - use your magic to fend them off!
It's WASD to move around. Hop into a portal to travel to a dungeon.
In dungeons, press the left mouse button to shoot magic at enemies.Certain powerups have certain properties too:
- The axe is a melee weapon which deals huge damage and buffs your defense.
- The slime lets you shoot sludge balls to slow down and poison enemies.
Note 1: The slime is currently buggy, and doesn't really work. I'll be fixing it soon (read note 2!).
Note 2: The competition entry has a horrible bug that means you get stuck in the first dungeon's treasure room. I'll be fixing that shortly, but I'll leave the original, buggy version up for people to rate.
There is a postcomp version that adds a couple new features and fixes a few bugs (the slime is still broken, but the game doesn't get stuck on the first dungeon now), although not everything I wanted in the compo entry is there yet. Feel free to try out the post-comp version, but please rate the compo entry!
It's WASD to move around. Hop into a portal to travel to a dungeon.
In dungeons, press the left mouse button to shoot magic at enemies.Certain powerups have certain properties too:
- The axe is a melee weapon which deals huge damage and buffs your defense.
- The slime lets you shoot sludge balls to slow down and poison enemies.
Note 1: The slime is currently buggy, and doesn't really work. I'll be fixing it soon (read note 2!).
Note 2: The competition entry has a horrible bug that means you get stuck in the first dungeon's treasure room. I'll be fixing that shortly, but I'll leave the original, buggy version up for people to rate.
There is a postcomp version that adds a couple new features and fixes a few bugs (the slime is still broken, but the game doesn't get stuck on the first dungeon now), although not everything I wanted in the compo entry is there yet. Feel free to try out the post-comp version, but please rate the compo entry!
| Compo Entry (Win, Mac, Linux) | https://drive.google.com/open?id=0B_cn5SGBmdCiQkdwNEhHUWFtenM |
| Post-Comp (Win, Mac, Linux) | https://drive.google.com/open?id=0B_cn5SGBmdCiLUhScXllTDBabkU |
| Source | https://drive.google.com/open?id=0B_cn5SGBmdCiZzNDNjZodjRVOHM |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=44564 |
Ratings
| Coolness | 39% | 1579 |
| Overall | 3.29 | 397 |
| Audio | 2.75 | 442 |
| Fun | 3.24 | 400 |
| Graphics | 3.76 | 149 |
| Innovation | 2.95 | 562 |
| Mood | 3.18 | 293 |
| Theme | 2.81 | 777 |
My first time through, I managed to get to the final floor without finding a single powerup. I did feel like the default attack was somewhat too weak, especially when the powerups are as scarce as they are (or was I just unlucky?) I found a health kit and an axe the second time, which was powerful, but when it ran out after killing one enemy with it, I was stuck with the default one again :)
I also couldn't move when I reached the final floor, but I assume that's what your note 2 is referring to.
Also, nice touch with the simple yet neat character customiziation in the beginning!
Yeah, note 2 is the bug on the final floor, which is so enraging because it's a one-line fix I introduced shortly before the deadline without realising at the time, and fixed like right after 2am :p I guess the rules let me fix a bug like that, but I'm probably going to work on this game a bit anyway.
Thanks for playing, I'm glad you liked the gameplay and graphics! Although with regards to character customisation, it's possible for you to look identical to the enemies, so I should probably change that too...
I think more bullets (therefore probably meaning more enemies) are needed in combination with your time mechanic. I would also try to remove, that the bullets of the player can deflect the bullets of the enemies, because the player can carefully plan his/her movement to dodge the bullets.
And yeah, I didn't have any time to make music (not that it would've been any good anyway...), so I wasn't sure how loud the sound effects were because I had no music to use as a reference. It wouldn't take long to add an options menu with an option for sound effect volume.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description
I got to the final floor on the first level twice and both times I couldn't move once I was down there, probably a bug?
Great game overall.
I tried out both versions (win 64), and unfortunately I hit bugs in both of them. Got stuck on the final floor in the compo version (which I believe you know about), and in the post compo version I wasn't able to kill anything. Encountered a single guy and ran around shooting him for a while, though maybe I misunderstood something and this is user error.
I agree with your comments about guaranteeing a powerup, and I do like the potential that your shapeshift mechanic holds, but I feel like some design changes might be needed to make it more useful - I had a tendency to clear a floor and then find the powerup which negated its usefulness.
Overall good entry, and again I thought the art styling was awesome!
I really missed the potential of the powerups, but once I figure out a better way of spawning them, it should be much better.
Thanks for playing and I'm glad people seem to be enjoying the art and the time mechanic!
Reminds me of SuperHot mechanic! The time controlled shifting of projectiles is quite beautiful some times. Very nice use of the theme!
(Feedback was based on the compo version btw)