Dungeon Slider by justinooncx

[raw]
made by justinooncx for LD 41 (JAM)

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Have you ever played a 15-puzzle or sliding puzzle before? You know the one, where there's one free space, and you need to move the tiles to complete a picture? Combine that with the elements of a dungeon crawl, and you have Dungeon Slide! Try your hand with this puzzle / RPG, and see how much treasure you can escape with!

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Dungeon Slider is a HTML5 game made for LD41 that's mobile-friendly! If you have a phone with a browser and a touchscreen, just go to the itch.io link and give it a shot!

Other than that, this has been a rather fun game to make, even though I didn't make it in time for the compo. There's still plenty of room for improvement; consider this build a prototype, or proof of concept!

If you've played the game and rated it, go ahead and leave a comment so I can return the favor!

IMPORTANT: Reading the instructions in the game or in the text below is HIGHLY recommended. The game can get a bit complicated...

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HOW TO PLAY

  1. You can move any tile that's adjacent to an empty space by tapping / clicking on it!
    • Not only can you move your hero, but enemies, treasure, and even blank tiles too!
  2. Your goal is to get the hero to the exit, while collecting as much treasure as possible!
    • The exit is ALWAYS at the bottom-right of the map.
  3. Click on the Magnifying Glass button to view the floor layout!
    • Warning! This action costs mana to perform, and you only start with 3! Use it wisely!
  4. Blessed ground (the floor tile with a cross) will protect heroes and treasure that is standing atop of it!
  5. When you reach the exit, any treasure that's on top of blessed ground will be collected!
    • Treasure that is NOT on blessed ground will not be obtained!
  6. When a player or an enemy moves, they will 'attack' in the direction they're moving!
    • Attacking consumes Power, so be mindful of how many attacks you have left!
  7. Monsters can 'attack' treasure and destroy them! Be careful!
  8. Use the ? button to view stats of units and floor tiles. This is helpful to discern the special abilities of each enemy!
  9. Some levels require you to place a key over a keyhole to unlock the exit!
  10. At the start of every floor, your HP, Power and Mana are refilled!

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Tools:

  • GraphicsGale - Pixel art
  • GameMaker Studio - Game engine

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Ratings

Overall 107th 4.012⭐ 44🧑‍⚖️
Fun 141th 3.895⭐ 45🧑‍⚖️
Innovation 27th 4.256⭐ 45🧑‍⚖️
Theme 26th 4.442⭐ 45🧑‍⚖️
Graphics 310th 3.905⭐ 44🧑‍⚖️
Mood 357th 3.537⭐ 43🧑‍⚖️
Given 44🗳️ 45🗨️

Feedback

asyzruffz
24. Apr 2018 · 00:33 UTC
Interesting mechanics.
North Chu
24. Apr 2018 · 05:07 UTC
Cool Mechanic, really got the classic game feeling
WongKongPhooey
24. Apr 2018 · 13:38 UTC
Good fun! Really solid game experience, nice upgrade system and some nice mechanics too. Well done!
Narudgi
24. Apr 2018 · 14:24 UTC
Solid af yeah, another great use of the theme I'm like "dude its awesome"
Mathiouza
24. Apr 2018 · 14:52 UTC
Really cool idea ! I like the dungeon rules you add in it and the puzzle game make it awesome, that is a new way to play dungeon games !

Really cool ! Keep coding !
jelch
24. Apr 2018 · 15:31 UTC
Cool game, nice use of the theme!
smaganik
25. Apr 2018 · 00:46 UTC
Great idea, nice implementation.
blobo
25. Apr 2018 · 02:11 UTC
Wow i loved this. Great take on the theme, and a fantastic idea all around. I've played a sliding square game before, but never have i thought about a dungeon crawler version! Wonderfully executed too.
kyyninen
25. Apr 2018 · 12:12 UTC
Aesthetics were pretty great and theme was well thought out! However, I'm sad to say that sliding box puzzles have been the bane of my existence since a very young and tender age... Mechanically speaking, game works fine and everything feels chunky and solid, it's just that personally I didn't find this kind of gameplay very appealing.

One very concrete thing that felt extra frustrating: I don't get why you need to spend mana to see the sacred tiles. Seems like a punishment for not taking notes while playing, though I guess that applies to lots of puzzle games 😛

It's a good game! Just not exactly my cup of tea.
🎤 justinooncx
25. Apr 2018 · 13:04 UTC
@kyyninen Hah! You weren't the first one to say they hated sliding puzzles, even when I was pitching the idea to others. As for the mana thing, that's a very valid complaint. The original idea was to have no limit to peeks, but enough people suggested it as a mechanic that I decided to give it a shot. Adds a layer of challenge to the puzzle, for sure, but I'm still debating whether its a worthwhile addition or just asinine padding that the player can do without. Either way, thanks for the feedback!
jfraser314
25. Apr 2018 · 16:37 UTC
I really loved your pixel graphics and the gameplay (after following your advice and reading ALL of the directions) was pretty simple to pick up. Great Jam entry!

![DungeonSlider.gif](///raw/d93/c/z/13f5c.gif)
Yngvarr
25. Apr 2018 · 17:40 UTC
I'm not a puzzle player in general, but this one is really awesome! Simple mechanics always lead to a great fun when it's well implemented like in this case. And also, you catched me with aestetics of classic D&D setting. And I really enjoy seing this pixel art. Good work, man!
mrspeaker
25. Apr 2018 · 17:42 UTC
Wow, really polished entry! This theme has been great for me learning genres that I'd otherwise avoid: I'm not a rpg kinda person, but combined with something familiar like a 15-puzzle it becomes much more accessible and enjoyable. Really cool... I wish it had some sound, but other than that, very impressive!
Rocktavious
26. Apr 2018 · 02:19 UTC
Great jam entry - i honestly have no comments, its near flawless, well balanced, and has a good progression system. The spyglass is a perfect touch to give the player the ability to feel like its their skill winning the game vs pure luck of not steping on traps.

Feels like a full game released on a mobile platform - it would do well i think! Just needs music and you have something that would sell.
microwerx
26. Apr 2018 · 06:47 UTC
There was another game using the sliding puzzle, but yours looks great and really integrates nicely with the dungeon crawler genre. Great job!
HagamosVideojuegos
26. Apr 2018 · 07:01 UTC
One of my favorite games, two incompatible games mixed in a really funny game, good work!
Synedraacus
26. Apr 2018 · 07:01 UTC
Neat mechanics, but IMO it's lacking some non-magic way to see the floor. Maybe just show what's under the missing tile? Also, I just had an issue on L4 that I see that a certain tile is sacred (via the looking glass), place the treasure there, but it's not collected upon exiting the level. Otherwise, a damn great puzzler.
loonydrope
26. Apr 2018 · 07:16 UTC
I have ever done a slide puzzle before, but with no other aspect than the puzzle one.

Yours mixes very well the rpg aspects with the puzzle and it is very great. Principle is simple (once you read the instruction ^^) and thus it becomes addictive directly when you start playing!

I think that is a very good game.

I will try it on my phone too sooner, just to experience it, and because I want to come back to this game! Graphics are great and the varieties of enemies add really to the experience through the levels.


Really good job, this game deserves more ratings!
Librorumque64
26. Apr 2018 · 08:43 UTC
Agree with previous commentators it's a well made game. Although I've got one little complaint. It could be more clear that "x" is a "menu" button, not "back". I pressed it without thinking several times in peek/info mode because it feels like it returns back to sliding. Even after I've done it a few times, my hand still moved on its own.
Baski
26. Apr 2018 · 08:51 UTC
Great game with the theme as intended. Good job. :100: %

If you want to check my game :)
https://ldjam.com/events/ludum-dare/41/bomberess
LeoRototo
26. Apr 2018 · 09:33 UTC
Very good Job here !
Lukuluk
26. Apr 2018 · 09:34 UTC
Nice concept, and the implementation is clean ! I started to feel some routine, but later with more challenge the game became more interesting.
Did you try to make the game with less squares, like 4x4 or even 3x3 ?
🎤 justinooncx
26. Apr 2018 · 09:51 UTC
@Rocktavious This was definitely designed with mobile in mind! Still trying to figure out how to export it as an apk, though... not to mention, Google Play integration and all that jazz... I'll need some external help for that!

@Synedraacus I'm still trying to find a clean way to show both the top and bottom layer at the same time, while keeping things like traps and blessed ground hidden. And without making it hard to distinguish the floor from the unit. I'll keep working on it, though. ALSO, the chest thing wasn't a glitch; I'm 99% certain that was a mimic! Use the ? on chests starting from floor 3~4 onwards!

@microwerx Do you remember which game? I'd like to give it a try!

@Librorumque64 That's a fault on my end, was rushing to do UI and decided to recycle a few instead of redrawing. I'll work on it!

@Lukuluk Oh, yes, I did a lot of playtesting with 4x4 first, since 3x3 was too small. I started to realize that with 4x4, there were a lot of situations where the player could get 'stuck' due to random generation, since there was less space for traps and blessed tiles to be spread out. Not to mention, trying to maneuver AROUND a tile you don't want to move is easier on 5x5.
GameDevMumin
26. Apr 2018 · 13:32 UTC
Really nice entry :D I think adding sounds would be crucial, but you had a lot to do with mechanics, I guess :D It gets more difficult when you have to care about key :D It has potential and you can develop it to something really good - adding items or things like that. Pretty cool!
Simon Rahnasto
26. Apr 2018 · 14:46 UTC
Even tho I am terrible at these kind of puzzle games, I found it a lot of fun. After a bit of struggling I managed to figure out how to play. I could see this being very popular on the mobile market, maybe develop it further :)
Synedraacus
26. Apr 2018 · 15:49 UTC
@justinooncx So the traps and blesses are hidden *by design*? Okay, then consider that point unsaid. Ditto for mimics, but I think some way to indicate *why* it didn't work wouldn't hurt.
microwerx
26. Apr 2018 · 16:07 UTC
@justinooncx Speed Phoning. You have to simultaneously solve a 3 puzzle and race! https://ldjam.com/events/ludum-dare/41/speed-phoning
Hilvon
26. Apr 2018 · 20:09 UTC
An interesting game.

The telegraphing of what is happening is a bit lacking, for example The treasure chests were sometimes destroyed without any interactions happening near them... And the "Holy ground" made by killing a wrath seem to not activate the chest...

But even the basic idea of positioning all the chests on holi grounds before exiting the level is fun to play.
🎤 justinooncx
27. Apr 2018 · 00:33 UTC
@Hilvon Huh, treasure chests getting destroyed without any interactions....? That's hella strange. No pop-up or anything? I'll have to look into that... But yes, the game is all about positioning those chests in the correct places. That's what a sliding puzzle's strength is, after all! The game kinda gets boring if you simply try to make a mad dash to the exit.
chainedlupine
27. Apr 2018 · 04:47 UTC
Yeah, this is a pretty neat concept! I like it!
agar3s
27. Apr 2018 · 19:18 UTC
​good mixing, i like it!
Toulou
28. Apr 2018 · 10:31 UTC
The gameplay is a bit weird, it took me a while to understand what to do. But after I while I started to got it, and I have to say, I love the concept ! It's very unique and you do a lot of things with it. Yes there is a lot of rules to understand, and some of then are a bit unnecessary (like how you have to use mana to see holy ground), but overall it's definitely an unique experience and that what make great games ! Also I love the presentation, the pixelart is very well done. So overall, great game ! Good job !
gafblizzard
29. Apr 2018 · 04:53 UTC
This is super appealing and creative. The art is nice and consistent, and the mechanics are varied enough to be addictive. You might be able to make a full version of this.

I don't know if it was the web version, but I could not see crosses or keyholes on the ground, so I just had to play blindly until I realized something was hallowed ground. I ended up getting to floor 6.
paddywhq
29. Apr 2018 · 05:03 UTC
It is so fun. If you add music and a story or shop system, it can be a complete game and I'll definitely buy it.
🎤 justinooncx
29. Apr 2018 · 11:37 UTC
@gafblizzard Oh? When you use the Magnifying Glass, you should be able to see the floor below and its details... Or perhaps you had run out of mana. Hopefully it's not a bug, but I'll check on my end.

Also, I did design it so that you can still get clues on where blessed ground might be based on enemy and chest reactions! Now to do one for traps...
gafblizzard
29. Apr 2018 · 17:35 UTC
@justinooncx no you're right, apparently I never tried the Magnifying Glass! For some reason I got the feeling from the description that it related to multiple floors or something and acted more as a hint you weren't supposed to use, so I never used it out of fear of losing money.

That makes a lot more sense so I bumped up the fun rating.
solluxx
01. May 2018 · 02:05 UTC
A super interesting take on the slide puzzle formula. Definitely a game that is more than the sum of it's parts. The little additions like mimics were a good touch. Nice work!
Shivur
05. May 2018 · 01:26 UTC
Very good game. Solid gameplay mechanics.
BeamKirby
05. May 2018 · 20:04 UTC
When I first saw the images for this game, I immediately thought, "NO! Why would you make a game like this?" But after playing it once already, I've found that I really enjoy this game! This game is so much better than an actual sliding puzzle because not all the tiles have to be in the correct position in order to "win," you just need the hero to be in the bottom left and the key to be over the keyhole, if necessary.
cristiano.m.garcia
07. May 2018 · 03:24 UTC
Good job! Cool game!

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
paulhocker
10. May 2018 · 02:47 UTC
i really like this game - very clever use of the themes - well done