BaBaDungeon by PanPan

[raw]
made by PanPan for LD 40 (JAM)

Ludum Dare 40 - BaBaDungeon

This is a game for Ludem Dare 40, Theme is The more you have, the worse it is.

Story

Many ghosts want to steal your Diamonds, you must add traps to defense your dungeon.

Features

  • Dungeon is dynamic generate.
  • If you defeat Ghost King, you will add one more Diamond (MAX 3)
  • Ghosts will target one of your diamonds, the more diamond you have, the more paths you need to protect

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Screenshots

Title GamePlay

Ratings

Overall 630th 3.395⭐ 21🧑‍⚖️
Fun 494th 3.395⭐ 21🧑‍⚖️
Innovation 1053th 2.474⭐ 21🧑‍⚖️
Theme 992th 2.789⭐ 21🧑‍⚖️
Graphics 263th 4.026⭐ 21🧑‍⚖️
Humor 526th 3.025⭐ 22🧑‍⚖️
Mood 770th 3.025⭐ 22🧑‍⚖️
Given 0🗳️ 0🗨️

Feedback

shared
04. Dec 2017 · 03:39 UTC
Very fun game, I love tower defence games, and the art style is very cute
I didn't get to test all towers yet but i had a really good time playing
fiaKaiera
04. Dec 2017 · 04:21 UTC
Let's start with this: It's really nice. I can see where the theme fits and it gets tense once there was more diamonds. It's nice, simple and fun.

The only one downside for this game is that I can't really tell what each one does other than its stats. For me, I do recommend for the game to be faster and the board's angle adjusted a bit more top-down. I could say though, you should probably continue this.

How it looks reminds me of MapleStory for some reason. Must be the ghost's designs. It really like the crayon style you're going here. Bland colors doesn't really fit though and the background made it too chaotic to notice the board more with the mix of colors. If you're continuing this, go pastel.

**I can't believe as I say this. I cheaped this out.** I mean, made it really easy for me. All I did put spike traps and maxed its upgrades. I tried it out several times and that's it. All 5 stages beaten everytime.

The game's pretty good but I think it's not in the state I can recommend. Please do work on this more. The chaotic nature of the theme can make it a really compelling game.
saucygames
04. Dec 2017 · 05:30 UTC
My first question was, 'are these ghosts really going to take damage from spikes on the ground?' xp. It is a little slow at start but once the pace is picked up it is a bit more enjoyable.
geeitsomelaldy
04. Dec 2017 · 11:15 UTC
took a few atttempts to figure out how to beat the wizard ghosts, but once I did that, maxed spike traps seemed to be the best thing going forwards, until you could put a spring in a corner and trap them in an infinite loop
Matthias Schedel
04. Dec 2017 · 13:49 UTC
How to defeat the first wave? Any ideas? I tried my spike traps but it doesnt seem to work
geeitsomelaldy
04. Dec 2017 · 14:03 UTC
Upgrade the spike traps and use a poison patch. That's what I did
Xacur
04. Dec 2017 · 16:58 UTC
@matthias-schedel you need to place the spikes in their path, you can buy exactly one more spike enough to kill them. Then you just need to upgrade the spikes every time you have enough money.
There's only one unit that will survive it's an old ghost with a beard, but by that time you have enough money to fill the field with spikes.
Fun game, but yes, spikes are broken.
Kalkatos
05. Dec 2017 · 01:52 UTC
Great art style! And well done with the animation, simple and cool at the same time and matched very well with the ghost theme (but ghosts wouldn't take damage from spikes, :p). IMO the difficulty curve is a bit unbalanced though. At the start, even the weakest ghost can walk the whole labyrinth being killed only at the last hit of the spikes. Although, at the end they barely pass through the first spikes. Maybe tweak variables a little bit so that that thrill of
artefare
05. Dec 2017 · 23:06 UTC
Beautiful! I almost feel bad putting traps in the path of those cute ghosts. I have to agree the difficulty curve could be revamped and the towers rebalanced, but I really liked your original spin on a popular genre.
willowblade
06. Dec 2017 · 14:07 UTC
Fun basic TD, but it does feel like it could use an additional polishing run to balance things out.
Beebo Studios
06. Dec 2017 · 16:17 UTC
I needed some tries till I figured out how to even beat the first five ghosts of the first wave. Then it was spike traps all the way. This served well, for a looong time till the old ghosts started to appear. Seemed like a random difficulty spike. The game could need some more balancing and maybe could be a little bit faster.

But oh boy, do I love your artstyle! It's so simple yet so amazingly cute and childlike I immediately fell in love with your ghosts. In fact, I saw a picture of your game while scrolling through the Ludum Dare feed and it directly inspired the art direction we went for with the title card of our game! Even though I knew from the start I couldn't match the cuteness of your masterpiece.
itab2
07. Dec 2017 · 13:36 UTC
The art is really cute, the level generation seems solid and so does the basic tower defense mechanic. But it definetly needs some balancing. The first three or so attempts I tried the different traps and ended up not even making it through the first wave. But then I just build like four or five spike traps and got through wave one easily. Just upgrading those traps gets you all the way to the bearded ghosts, which take like 10-12 upgraded spike traps to die, that's it.
Michael Clavell
07. Dec 2017 · 20:13 UTC
Took some time to get how to beat the first wave. Additional polishing and balance would do it good.
jlreymendez
07. Dec 2017 · 21:09 UTC
Nice art! Gameplay needs a bit work I was able to finish the game by simply place spike traps all the way to the diamonds and upgrading them to the highest level. After that it was just watching them die (can ghost die again?)

Also I would expect all ghost to be able to avoid this physical traps, maybe go with goblins, ratmen or whatever.
x1212
17. Dec 2017 · 09:13 UTC
Despite beeing a little hard to understand at first (what does each trap do, how strong are the different types of enemies, how much health have they left ...) it's quite enjoyable once you figured out how to survive the first wave.
It does get a little to easy from there and the additional diamonds don't seem to make all that much of a difference in the current state but I'm pretty sure it can be fixed with just a little more work on the balance and information given to the player.