5 Minute Dungeon by LubFotPig

[raw]
made by LubFotPig for LD 44 (COMPO)

Kill all enemies and get back before time runs out. Use time for upgrades.

WASD/Arrow Keys to move. Space to dash. Mouse to aim. Left click to shoot. Hold left click to charge shot.

Instructions.PNG

ChargeShot.PNG

Ratings

Given 17🗳️ 3🗨️

Feedback

David Markham
29. Apr 2019 · 18:14 UTC
Overall I liked it, and beat it :). The camera following the mouse was a bit jarring/disorienting. Maybe if the camera tweened to follow the mouse instead of jumping to the mouse cursor it wouldn't have been as jarring. I did like that it gave additional view where I was looking.
NoobException
29. Apr 2019 · 20:40 UTC
I've beaten it!

Nice idea to pay for additional features with your timelimit.

I couldn't get used to the controls, normally I would suppose that I steer with mouse and apply force with keyboard. Maybe that's just me :smile:

You could add some textures or at least colors, because when running through larger areas it seems like not moving at all :slight_frown:

Overall, it is a good game!
gonutz
29. Apr 2019 · 20:48 UTC
Yes! This really was a five minute dungeon :-D

Nice little game, this could have been a little longer but it is fine as it is for a LD compo :-)

The graphics are minimalist and clean, an art style that I really like. The text could have been a little spacier, more fitting the lasers and space ships.

The laser sounds are fine, you could have created some variations though. Slightly changing pitch/frequency/length of a sound effect can give the impression of many unique sound effects, basically for free.

I like the little arrow pointing me at the next enemy, this helps not get lost in the unknown world.

The difficulty could have been harder, this game is very short and easy.

Overall a solid entry. Keep up the good work!
JOZGames
29. Apr 2019 · 20:49 UTC
A arte é simples, mas bem bonita, a jogabilidade flue bem e o jogo é bem objetivo

Só achei ele muito facil
Saering
29. Apr 2019 · 20:54 UTC
Yay I won ! Then I bought powerups so I died ! :laughing: The feeling of the game is great, but I have some things I'd like to say :
- the audio is pretty terrible xD not having music is not a problem, but here there were only high pitch sounds and my ears didn't really enjoy it
- As it has been said, when you don't have any environment element in a big level it's hard to know if you're actually moving or not
- controls did work great so nothing special to say there
- the camera shaking doesn't look like shaking but more than a bug, where the camera is offset for 1 or 2 frames, so instead of giving a great feedback it causes visual trouble

And last but no least, why sacrifice time instead of health ? When I saw that there were "time is currency" in the themes, I thought of a game where you sacrifice play time for powerups, exactly what you did. And when the theme "your life is currency" was announced, I immediately thought that I could just pay upgrades with life points instead of time ! And that's what I did. The difficulty would have been exactly the same since time and life are just numbers, but it would have suited the theme :/

Overall, the game is really nice ! Why not consider fixing some of the issues, add some art, music, and make it a greater game ? :smile:
🎤 LubFotPig
30. Apr 2019 · 03:09 UTC
Thanks for all the feedback and comments so far! You pretty much nailed the camera shake, haha. I did just offset it and move it back. I'll have to work on making it feel better. I didn't realize it while making it, but thinking about it now, yeah the environment could use a lot of work, among other things. For the theme I was thinking life is based on time and went with it because I thought a lot of people would go the vampire blood route. Thank you all again.
Khamekaze
30. Apr 2019 · 09:14 UTC
I like the art style, would not mind some color variations on the level itself though. The scope of the level also seems a bit small given the time limit, I didn't buy any upgrades on my first run and was done with around 190 seconds to spare and the space between enemy groups left me wanting more. Maybe some sort of wave-based mode?
The controls felt great and the design of the enemies was neat, overall a solid and fun game despite being short :D
MerlinDS
30. Apr 2019 · 10:17 UTC
Good game, but:

* Bad camera behavior - makes me feel bit dizzy.
* Difficulties with orientation in space cause of solid color of "floor". Just adding some tiled texture will fix this problem.

Great job nevertheless :thumbsup:
Oivin F
30. Apr 2019 · 16:28 UTC
Felt fun and satisfying gameplay-wise. I really liked the enemy AI, it felt pretty professional and not too janky. I do agree about the sounds that they were a bit on the painful side (have done this mistake myself before), and the content not too fleshed out. Overall good work and congrats on finishing!
Erik Brunnstrom
01. May 2019 · 08:32 UTC
Nice game! I have one comment about the dashing. I think the dash-force should be applied in the direction you're pointing, not the direction your moving. As it is right now it works fine for dodging but using it as an attack is really hard. Also the bullet speed is a bit low making dodging bullets to easy. The arrow pointing toward the nearest enemy is a great addtion, playing without it would have been hard.
Good job!
Nick Rafalski
02. May 2019 · 02:09 UTC
I liked it a lot! I didn't end up buying any power-ups until the end because I assumed there would be more 'levels' or waves, but I beat it the first try so I didn't get to try any out. Still, the game is fun. The shooting mechanic is pretty good and feels satisfying to kill the baddies. The graphics are minimal but clear. The audio is minimal, but fits the aesthetic of the game. Nice job!
AfroAnt
02. May 2019 · 04:52 UTC
Loved the way you could choose and unchoose power ups. The marker indicating the next area of enemies was very useful as well. Cool concepts you came up with. Nice work!