Sarlacc Dungeon by luthwyhn

[raw]
made by luthwyhn for LD 39 (COMPO)

Sarlacc Dungeon is a simple, 1.5 dimensional Rouge-like in which the player plays the part of a Droid who has been thrown into the gaping maw of the Almighty Sarlacc, having previously upset your master in some way or another. Most likely you just failed to be sufficiently amusing. At any rate, you're now trapped and being slowly digested over 1000 years. Unfortunately for you, you do not have enough power to last 1000 years. You'd be lucky to last to the end of the week on low-power standby mode. But you don't want to stand by. You want to find a way out! What a plucky little droid you are! You're probably not the only thing still kicking down here, though, so be careful. You'll have to make choices as to how best to use your scant remaining power in during your search. Perhaps you'll be able to find some way to recharge along the way? Good luck!

You will automatically progress to the right unless something blocks your path. Select the actions available to you or press 'h' followed by the associated key to get a short description. You may also activate Turbo Mode to skip the confirmation step and increase the game speed. (Sorry, mouse/touch controls not implemented in this version)

About the making of this game: I literally just moved into an apartment in Taiwan the day before this LD began. I currently have no internet access nor a working phone, and last night (the first day of the compo) we were hit directly by a Category 2 Typhoon. I walked about a mile to find open wifi with my phone so that I could find out what the theme is and start on my entry, more than a full day after the compo began, so I ended up with fewer than 23 hours to make my entry. I'm really satisfied with the result, though, and I hope you are too! Thanks for playing!


LD39-Shot1.PNG


LD39-Shot2.PNG

Ratings

Overall 615th 2.652⭐ 25🧑‍⚖️
Fun 505th 2.783⭐ 25🧑‍⚖️
Innovation 471th 2.783⭐ 25🧑‍⚖️
Theme 485th 3.174⭐ 25🧑‍⚖️
Graphics 601th 2.217⭐ 25🧑‍⚖️
Humor 246th 2.579⭐ 21🧑‍⚖️
Mood 453th 2.667⭐ 23🧑‍⚖️
Given 32🗳️ 4🗨️

Feedback

Thuvareyn
01. Aug 2017 · 20:02 UTC
The concept is great but it's quite strange to see no effects on doing actions like when you stun an enemy.
🎤 luthwyhn
02. Aug 2017 · 04:22 UTC
Yeah, for sure. Graphical flourishes like that are important. Unfortunately when you only have 20 hours or so, they're much lower on the priority list than getting the game functional :)
daniel
04. Aug 2017 · 17:54 UTC
Nice game for only a day of work! Adding some simple sound effects would add a lot and not sure what the game is written in, but disabling filtering/aliasing on your images would look a lot better I think.
Linky439
04. Aug 2017 · 18:02 UTC
Nice one!
The game works, it's funny, it looks OK (in fact, the overall art is coherent so it's quite good). Too bad there's no sound and you didn't have time to add some special effects here and there. I seem to end up in more or less the same things but I guess you didn't have much time to add some more elements to encounter.

But otherwise, you did a great job! Congrats :)
🎤 luthwyhn
05. Aug 2017 · 10:07 UTC
@daniel - I've tried disabling aliasing in previous projects and not been successful. I was under them impression at the time that it might have been something not yet properly supported by the browser. This was several years ago, now, so has it improved? Or do you know how I can go about doing this? Thanks! :D

@linky439 - Thank you! Yeah, hopefully I'll have time for sound in the next one. I also had more variety of encounters and items planned (you were supposed to actually be able to find and equip weapons and defenses!), but ran out of time before they could be implemented.
zenmumbler
05. Aug 2017 · 14:37 UTC
Good little diversion, esp. for 1 day. Art is well, art. Would be good to know how far along I am to the exit so I can feel some excitement or dread based on my current health, etc.
Spotline
18. Aug 2017 · 11:38 UTC
That was fun, the gameplay was nice and the variety of encounters was refreshing. In both of my runs I had no idea if I was doing good or bad though. Maybe a progress gauge would have been cool. Also, I hate barriers.
Well done anyway, I had a good moment playing it (and I love the artstyle really)
jondalnas
18. Aug 2017 · 15:19 UTC
I miss a sense of progress, like a progress bar. The gameplay was fun, but more attacks would've been nice
Turkey
18. Aug 2017 · 15:41 UTC
The objective of the game just didn't seem very clear to me. Didn't feel like I was playing the game as it was intended. Graphics could use a bit of smoothing and small details. Not bad though given your circumstances!
g-o
18. Aug 2017 · 15:46 UTC
I like this!
It's so funny and has tiny details like the parallex and the graphics are super carefree and childish in their mood yet somehow captivating =)
I'd suggest to increase the rarity of supercharges and the battery so that it would even more epic.
Overall it's got it's flaws but I think its unique which is way more than most LD games.


Oh and HUGE props for making it literally from scratch via canvas and vanilla JS!
Awesome job!
SumGamStudio
18. Aug 2017 · 19:44 UTC
Good game. I like it. Too long tutorail.
garethjenkins
18. Aug 2017 · 21:22 UTC
I found the controls hard to get into at first.
Drachmor
19. Aug 2017 · 06:38 UTC
While the graphics were a little rough around the edges, and the sound... well, there was no sound, these things are secondary to any good game's most valuable asset: gameplay. In this area, your game excelled! The various actions took a little getting used to at first, but eventually I was capable of using them fairly effectively, and I greatly enjoyed the several runs I played.

While playing, my only criticisms are mainly focused around the RNG in the game; it seems to be weighted just a tad too much against the player. For example, when attempting to pass a barrier, the player can literally only attempt a single action (as far as I know of, this is the first action); thus, there is a fair amount of frustration when continually I lost great amounts of power, because that kind of loss is something that I felt I should have been able to (at least somewhat) avoid had I chosen a different action. But, I get it, with the ridiculous time constraints of this competition, many actions and choices are just impossible to implement (I didn't have enough time to add sound in my game; I should know).

Anyway, despite this criticism, I really was surprised at how long I tried to beat this game. Good job!
Tim Eriksen
20. Aug 2017 · 16:37 UTC
Well this was surely interesting! My first experience went something like: "Whoa, what is this supposed to look like? Oh man that text is scrolling faaaast! What do I do? What am I?!" After a bit of frantic button smashing I eventually figured it out. The gameplay is actually pretty fun, and I loved the humorous messages after doing super-attacks. To sum it up: the graphics were confusing and need a bit more love in my opinion, and the gameplay was good, though a bit repetitive in its current form.

That being said, I did read your story about the typhoon, and that leaves me quite impressed with how much you actually got done! All in all a decent game with some pretty good gameplay. I would love to see this developed further! Good job :)
lythom
20. Aug 2017 · 16:47 UTC
** What I liked **

__ + __ Roguelike !
__ + __ Various encounters
__ + __ Time to figure out any situation before having to make a decision

** What imo could be improved **

__ - __ Too much random, you can't really build up a strategy
__ - __ Most of the time you have no choice except pass through or the unique action associated to the encounter (scrap / attack)

** Overall **

I had fun, I didn't suspect the game would be that engaging ! The intro wall of text is a little bit intimidating, but then it's all pleasure. Thanks for the game =)