Dungeon Slider by justinooncx

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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
- 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!
- 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.
- 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!
- Blessed ground (the floor tile with a cross) will protect heroes and treasure that is standing atop of it!
- 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!
- 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!
- Monsters can 'attack' treasure and destroy them! Be careful!
- Use the ? button to view stats of units and floor tiles. This is helpful to discern the special abilities of each enemy!
- Some levels require you to place a key over a keyhole to unlock the exit!
- 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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| HTML5 (web) | https://justinooncx.itch.io/dungeon-slider |
| HTML5 (web) | https://www.newgrounds.com/portal/view/710142?updated=1524524530 |
| Original URL | https://ldjam.com/events/ludum-dare/41/dungeon-slider |
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🗨️ |
Really cool ! Keep coding !
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.

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.
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!
If you want to check my game :)
https://ldjam.com/events/ludum-dare/41/bomberess
Did you try to make the game with less squares, like 4x4 or even 3x3 ?
@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.
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.
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.
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...
That makes a lot more sense so I bumped up the fun rating.
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