Greedy Dungeon by daul
Traverse through a perilous dungeon of mysterious origin for your quest to find the Golden Sword. Be warned though, as your wealth from the dungeon increases, so too does the danger that follows!
Follow me on Twitter for updates on the game's progress: https://twitter.com/hughrussell
Or we recently started a website and will be updating it with dev blogs! http://www.greedydungeon.com/
CONTROLS:
- Movement: WASD or Arrow Keys
- Attack: Left Mouse or Space
- Lift (With Gauntlet): Right Click or Left Ctrl
- Pause: Esc
Xbox Controller is supported as well (and recommended)!
CONTROLS:
- Movement: Left Analog
- Attack: Right Trigger
- Lift (With Gauntlet): Left Trigger
- Pause: Start Button

NOTE:
There is a JAM version and POST-JAM version of the Builds. Please only rate the game based on the JAM version.
POST-JAM is an updated version that we ask players to review for feedback on the continuation of the game.
Thanks for playing!
POST-JAM Version 2 (December 9, 2017):
- Added AI Pathfinding BETA
- Reworked Controls and Added Crosshair for Aiming
- Updated Level Generation System
- Updated Sound System
- Added Worm enemies
| HTML5 (web) | http://rabidpig.com/greedydungeon_jam/ |
| Windows | http://www.rabidpig.com/builds/GreedyDungeon_JAM.zip |
| Other (web) | http://rabidpig.com/greedydungeon/ |
| Other (platform) | http://www.rabidpig.com/builds/GreedyDungeon.zip |
| Original URL | https://ldjam.com/events/ludum-dare/40/greedy-dungeon |
Ratings
| Overall | 168th | 3.863⭐ | 64🧑⚖️ |
| Fun | 190th | 3.742⭐ | 62🧑⚖️ |
| Innovation | 790th | 2.924⭐ | 61🧑⚖️ |
| Theme | 865th | 3.025⭐ | 63🧑⚖️ |
| Graphics | 150th | 4.23⭐ | 63🧑⚖️ |
| Audio | 133th | 3.828⭐ | 63🧑⚖️ |
| Humor | 428th | 3.216⭐ | 60🧑⚖️ |
| Mood | 278th | 3.636⭐ | 61🧑⚖️ |
| Given | 51🗳️ | 33🗨️ |
I liked how you can destroy crates, barrels and chairs. Nice little detail :)
Good job!
I dig the design of the enemies especially, but being unable to control the direction of the hit makes this really hard to play and kinda unenjoyable -> also I dont really get how to remove infront of the chest? I WANT THAT SWEET LOOT G'DAMMIT
The glove felt really rewarding to use, the range on it and how powerful it felt were great. Also, who doesn't love being able to pick up chairs and thrown them at your enemies. On the opposite end of that, the sword felt a little underwhelming after getting it. The range seemed to be less than the gloves, and didn't feel stronger to use.
I really look forward to what this will become. Please keep working on this and release it.
Here is what our current roadmap looks like for our next version, in no particular order of priority:
* Improved control scheme for Game Pad and Desktop.
* Linux and Mobile support.
* Updated Level Generation and Layout.
* Weapon and enemy rebalancing.
* Boss fights.
* Additional props / graphics to fill out the rooms.
* Additional dungeon levels, as well as unique level palettes for lower levels of the dungeon.
* Local Co-op.
* Additional enemies and treasures.
We're looking forward to the changes we'll be making in the future and hope that these will improve the game immensely.
Thanks for playing!
Pros:
I love the look.
First decent rogue like I've personally seen in an LD.
The character design on the wizard guy was great-- that staff with the laurels on it.
Cons:
The baddies are a little damage spongey-- this would have been fine actually had the gauntlet done more damage b/c my experience was this:
"Aw man this sword is not doin it its not really worth it to fight these guys I'm just gonna run like hell"
"OH SHIT lookit the animation this gauntlet, its gonna fuck em up"
"AH! I fucked em up!"
"Oh wait no i just knocked em far back, here they come again"
Bugs (I wont hold these against you considering the procedural generation buuuut for your edification)
-I started in a door-less room my first run
-the first chest I found was blocked by a rock door the the baddies pushed in a way that I was unable to get to the chest. Thinking back maybe i needed the gauntlet to break this wall? At the time I thought it was a bug.
-Enemy drops sometimes get stuck in walls.
Nice work!
@weeping-rupee thank you for your detailed feedback and compliments! We definitely agree with your critiques and are going to keep working on the game and will fix those things. As far as the blocked loot, you need to use the gauntlet alt fire to pick up the rock and move it, but you should definitely be able to smash it too. Thanks for playing!
Thank you for taking a look at our game, and reporting those bugs!
The door-less room issue will hopefully be resolved in our next build, as we plan on reworking the level generation system so that it is more consistent.
The first chest being blocked by the rock wall is actually intended. You are able to lift the rock out of the way with the gauntlet, however I agree this can be confusing, and the enemies shouldn't be able to move it out of the way.
Thanks for your feedback!
The biggest problem is the attacking. It is difficult to strike where I want and the combat does not have much depth. I find it much easier to avoid fights than to engage. To fix this:
A. I would love a parry/block system.
B. Faster player attack.
C. Lower enemy count with slower attacks (there needs to be a buildup in the animation and sound to alert the player that the enemy is attacking so they can parry or dodge, Dark Souls is a great example game to play and analyze for this)
Secondly, there needs to be more content.
A. Enemy variety is a must
B. More weapons
C. More health items (that you can save for later)
Third, I want a shop system so bad. It would be great if you collect a ton of gold and bring it back to the wizard dude to get upgrades, health, weapons ect. Also, the gold needs to have a bigger impact on gameplay (the slowdown needs to be more noticeable).
Finally, there is no incentive to fight enemies. I just run by them as I am punished for fighting (on that note wider doors would be good, I got stuck sometimes, slowing me down and causing me to die). You need to add a weapon drop or something to make fighting a good deal.
This was one of my favorites so far and has a ton of potential!
Thanks so much for the feedback, it is very valuable for us to gauge the important issues that need to be resolved for our next version. I'm happy to hear that you enjoyed the game, and hope you'll come back in the future to check out the changes we've done to make it better!
The controls were good, but it sometimes felt clunky when you were trying to move and attack at the same time. It felt like NES Zelda but without the top-down view to help the player know which direction the sword will go. Not too bad though.
But the art and animation was spot-on. The music was great dungeon background music, and the audio was really good! The player's attack and pain grunts were perfect. Overall it was really well-polished, which is something to be said in itself for a jam game! Great job guys!
PS4 controller worked perfectly. Did you use some plugin or something for the controller? Usually the button mappings are all over the place on different controllers with Unity's default Input Manager (or at least they were in the past). The control mechanic was spot on with controller, but as seen from the other comments, it seems to not be the case with the keyboard. The aiming took some time getting used to but it was really very accurate and intuitive after getting the hang of it.
Don't really know what the deal with the money was. Didn't notice any changes even though I always gathered all of em.
Dunno if it was only me but the glove felt worse than the starting sword. Didn't really find any use for the carry mechanic either (expect for the blocked chest obviously). And because of that, on my winning run (I think) I cleared the whole level before grabbing it. And then I didn't really get to use the big sword at all. Was that really the end. I did scour the whole level again and actually did find one more enemy but nothing else. And fighting with the big sword felt like more of the same. It seemed like the hitbox of the sword was still the same as that of the poke of the starting sword even though the animation promised a bigger hit area. Not quite sure of this though since I only got to fight one enemy with it but it did seem I was missing quite a few times even though the animation looked like a hit. So did I miss something or was that really the "end"? Kinda anticlimactic if it was...
The enemy AI could use a bit more love. They were super dumb and very easily exploitable. They were pretty much only dangerous if you tried to go for a swing while they were spawning in (learned that lesson quite quick) or if you somehow managed to get surrounded.
It was kinda easy to get stuck to the walls sometimes while walking next to them. Might be an issue with how the colliders are setup. Also there are some z-ordering issues but obviously these are very minor and don't affect the gameplay or even the look at all.

Overall, awesome job! Enjoyed the game very much and in the end still felt like I'd want more content.
Thank you for your review and feedback! We're hard at work on the bugs you mentioned, as well as some other things that should really improve the fun and feel of the game. Hope to see you again when we have an updated version.
Thanks for playing!
First of all - you should've made attacks facing cursor direction, not character's. Secondly - hitting through the walls is not cool, you should add a raycast to check if you are not hitting a wall.
Thank you everyone for your feedback regarding the controls and other issues!
Please check out the POST-JAM links on this page to see an updated version with the following features/changes.
Version 2:
- Added AI Pathfinding BETA
- Reworked Controls and Added Crosshair for Aiming
- Updated Level Generation System
- Updated Sound System
Please let me know how you think the controls feel for this version.
Thanks again for the feedback!
EDIT: If you don't see any changes (for example if you move your cursor and don't see a crosshair), you may need to clear your cache.
* Adding the crosshair was welcoming, especially for controller. I felt better in control of the swings knowing where I was placing them with it there. If you wanted to go along with my previous suggestion, you could make it so that the player is always facing the left/right direction of the crosshair.
* One thing about the AI, when I'm in a room with enemies, and I move to another room, say to the left, sometimes the enemies will follow me into the room I goto and get stuck on the wall like this

* Also, to go along with that, they seem to follow left and right through rooms, but sometimes they weren't following me up and down through rooms. They wouldn't be blocked by a wall, but they would stop just before the threshold. This caused me to get hit some when backtracking since I didn't know the enemy was there until I went into the next room going up and they would hit me.
I agree there is definitely more work that needs to be done with the pathfinding and sections of walls where players and AI get stuck. We'll keep all of these suggestions in mind for our next update!
Love how the game feels
- Enemies could have a region that the player would need to enter in order for them to attack, they could also have a little more "anticipation" before attacking and having a small randomization so that the attacks did not all come at once
- More visual feedback in the attacks, to demonstrate more strength
Congratulations on the project.
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Bom jogo! Gostei da mecânica de ataque, ela funciona com a proposta do jogo sem precisar de algo mais complexo. E teve um detalhe que me chamou atenção, os inimigos são permanentes entre as salas, e isso indica a possibilidade de escalar a dificuldade de uma forma dinâmica. Alguns detalhes que acho que poderiam ser pensados para uma versão nova:
- Os inimigos poderiam ter uma região que o jogador precisaria entrar para que eles atacassem, também poderiam ter um pouco mais de "antecipação" antes de atacarem e ter uma pequena randomização para que os ataques não viessem todos de uma vez
- Mais feedback visual nos ataques, para demonstrar mais força
Parabéns pelo projeto. :flag_br:
But i finished up the dungeon so its pretty cool.
Love the art style.
@littlelegend Thank you as well for playing and for your feedback, currently the gold system doesn't work as well it will soon, we have a whole difficulty scaling system planned. Your game looks cool, I promise I'll check it out and leave you some feedback tonight when I'm home from work!
The random generated rooms too. The AI is a little bad (like my english). I hid behind a chest and three guys were to silly to just walk around. :) But it is a really well made game. One of the best I played here.
Come check out my game if you like!
https://ldjam.com/events/ludum-dare/40/virus-detected