Pretty Crowded Dungeon by sprvrn
For ludum dare 41 "Combine 2 Incompatible Genres" This is a dungeon crawler + row/column combining puzzle game.
Use arrow to move the player and switch their place with items. Grab the key and move to the next level. But be careful, your move are limited.

Changelog: (28 april 2018) fixed a few bug : runtime error on line 144, key generation, combining row 1 and 2, reset score on game over
| HTML5 (web) | https://sprvrn.itch.io/pretty-crowded-dungeon |
| Download ld41.p8. Requires Pico-8 | https://sprvrn.itch.io/pretty-crowded-dungeon |
| Original URL | https://ldjam.com/events/ludum-dare/41/pretty-crowded-dungeon |
Ratings
| Overall | 237th | 3.562⭐ | 67🧑⚖️ |
| Fun | 217th | 3.515⭐ | 67🧑⚖️ |
| Innovation | 346th | 3.375⭐ | 66🧑⚖️ |
| Theme | 295th | 3.708⭐ | 67🧑⚖️ |
| Graphics | 150th | 3.738⭐ | 67🧑⚖️ |
| Audio | 294th | 2.985⭐ | 67🧑⚖️ |
| Given | 128🗳️ | 14🗨️ |
I assume the levels are randomly generated? Some levels tend to be much harder than others, and from what I can tell the difficulty doesn't progress. I didn't seem to come across any broken levels, though.
But the best part about the game is how well it fits the theme. It's a rogue-like dungeon crawler where you're tasked with grabbing a key and leaving, but your movement is straight out of a puzzle game.
I hit a runtime error on level five btw:
Runtime error line 144 tab 0
{i=v, ti=t, col=get_item(grid[v]).col})
Attempt to index a nil value
In cell_score line 144 (tab 0)
in check_cell line 128 (tab 0)
in upd line 291 (tab 0)
in _update line 301 (tab 0)
at line 0 (tab 0)
Good game :)
I feel like gameplay might have been a little more challenging
Works quite well I think.
Graphics are very fitting and so are the sound effects. I like the retro aesthetic the game has.
Some improvements; the game crashes very often. Also, it feels quite weird that walking into empty tile consumes 1 HP, the same amount than when walking to enemies. That is a minor nitpick but something that could be explained better for the player.
I like the controls though and even if it felt a bit simple it works really well.
https://ldjam.com/events/ludum-dare/41/hype-time
Feedback:
+ Very juicy and nice overall feel, especially the few audio effects, which make the step-wise movement feel like actual steps.
+ The art is great. Reads easily, minimal, and cute. It's even more impressive when considering the fixed 16-color constraint of PICO-8.
+ For balancing, the amount healed could stand to be a little higher and more varied in terms of how much they heal, given the health cost per step.
+ Amount healed could also be conveyed more clearly (i.e. via a "+amount" effect or something). I mistakenly assumed things about their effects for a while.
+ I never saw any of the sword icons shown in the screenshot. I'm guessing it was pared down to only 3 types to make it easier to find matches in each step.
+ Using the X button just to advance could be streamlined. If it were a "Press any button" (or LRUD) case instead, the game could be played with 1 hand.
+ Using the LRUD symbols in PICO-8 in the instructions was a nice touch and made things intuitive.
+ The background art really frames the context & setting well. The tiling is rather convincing, too.
+ While there could maybe be music during level transitions, personally I like how minimalist it is.
And I also ran into the bug someone else has post about already.
I played it over 5 times and got as far as Level 7 twice. It is a very juicy, very vibrant arcade-y game. I like it a lot and will be looking to add it to my Favorites in PICO-8's if I can find it via the "splore" command. Thanks for making this.
Good job!
I like the genres you've picked up, the integration works really well.
Congrats on the entry!
I did recieve the same Runtime Error as @stevenjmiller on Level 3 on my first run though, but managed to pass it on subsequent runs.
Also, some catchy music would be amazing - it's a staple of any classic puzzle game (which this definitely could become - I'd love to see an expanded version!!)
I'm not at all a fan of Bejeweled games, but this one has an interesting twist! It was easy to figure out the mechanic of grabbing the key and getting life points when connecting things, however, I found I could just bee-line through most levels and it would be fine, so I didn't have to do very much thinking.
After a while I also received this error.

I often found myself too distracted by good match-3 moves to pay attention to my health. I wasn't 100% clear on how level progression changed the maps, but it might have been nice to be able to continue from where I was with some reminder / light punishment for this distraction, like a life system.
I also at some point ended up on a screen with no key and I needed the key, but I wasn't sure if the level had started out that way or if the key hadn't registered or what. Sorry! I wish I'd caught it so I could file a better bug report.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape