Unstable Dungeon by Rhymar
roguelite dungeon action game for Ludum Dare 45 made in about 30 hours with my wife.

some stats:
Melee is 1 DMG + 2DMG per blue Upgrade (thats what you get after upgrade 5 times)
Range is 4 DMG per blue upgrade and only usable at 1 blue upwards
Armor is 20 HP + 20 per blue
Amulette is 10 MP at first blue and +10 every after
Bag let you hold 10 per item per blue upgrade
if you die you lose all so just teleport back to upgrade via B for Inventory and then T
| Youtube | https://rhymar.itch.io/unstable-dungeon |
| Original URL | https://ldjam.com/events/ludum-dare/45/unstable-dungeon |
Ratings
| Overall | 983th | 2.918⭐ | 51🧑⚖️ |
| Fun | 1027th | 2.571⭐ | 51🧑⚖️ |
| Innovation | 1051th | 2.417⭐ | 50🧑⚖️ |
| Theme | 844th | 2.906⭐ | 50🧑⚖️ |
| Graphics | 929th | 2.75⭐ | 50🧑⚖️ |
| Audio | 678th | 2.293⭐ | 48🧑⚖️ |
| Humor | 828th | 2.05⭐ | 42🧑⚖️ |
| Mood | 969th | 2.705⭐ | 46🧑⚖️ |
| Given | 44🗳️ | 54🗨️ |
But the game doesn't have enough interesting things to propel the gameplay.
The music is :/
I just don't know exactly what all the collecting of stuff does, by the end of the first floor.
Pluses :
- Good controls and mechanics
- Collecting stuff to improve our abilities is satisfying
Possible improvements :
- The gameplay loop (kill ennemies to go to the next floor) was not really clear to me.
- Being able to only attack from the side sometimes was a bit of a pain.
All in all, good job !
Eventually the game started to become boring as it was the same monsters over and over aagain, and they wern't exactly hard to defeat, untill I came to the Bee-Boss thingy which actually was really hard, but also realy fun to fight. I died against it, I was still using the start items, and went back to the start thinking I could finally upgrade my stuff. But when I went to the upgrading place i found that none of my progress was saved.
I don't know if this is itentional but something about this has to be fixed (maybe it was just unclear how to get to the upgrade stuff place)
Overall it was a decent game, mostly because it actually worked and I actually had fun fighting the Boss, but it has some mayor parts that could use improvement:
-Add music (search music maker online)
-Make it playable in the browser (as I understand it should be pretty easy in itch.io)
-More monsters, that are harder
-Mandatory tutorial
And then of course fix the upgrade issue.
we talked much and we know that the upgrade system isnt what we wanted it to be
but for the 72hours we are very proud (besides some issues^^)
and for the upgrade system as it is, you have to upgrade one item 5 times to make it better
and for the range to even use it (but you also need the amulett for mana to do range attacks)
some stats:
Melee is 1 DMG + 2DMG per blue Upgrade (thats what you get after upgrade 5 times)
Range is 4 DMG per blue upgrade and only usable at 1 blue upwards
Armor is 20 HP + 20 per blue
Amulette is 10 MP at first blue and +10 every after
Bag let you hold 10 per item per blue upgrade
if you die you lose all
so just teleport back to upgrade via B for Inventory and then T
thanks again^^
I missed some background music while exploring the dungeon, but I understand that it is a GameJam.
Still, great job, really nice entry!
I did like the gameplay but I just think it should be a bit faster, especially to unlock the ranged weapon.
I also like the art, for the most part.
for now i try to port everything from Game Maker Studio 2 to Unity^^
and the if my wife got more time she will draw better sprites and i will
change things a lot
I didn't figure out the crafting system or the teleport the first time through, did some damage to the boss then died.
Then did a bunch of grinding but gave up when I realised just how much stuff is needed to level up:
L1 = 15 things, L2 = +40 things, L3 = +65 things, L4 = +90 things - way too much.
Turns out the boss was super easy with level 2 attack and armour, mainly because your attack stops projectiles.
The crafting screen really needs to tell you what each thing is.
Had a lot of fun "
Programming jokes aside...
That's a decent basis for a complete dungeon crawler, though there is a lot of room for improvement.
First of all - the upgrade system. The upgrades take lots and lots of resources to take any real effect. Also, the system is counter-intuitive - taking the green upgrades feels like making some progress, but there's no actual increase in capabilities taking place.
I mean, it makes sense if your bag cannot contain all resources necessary for a full upgrade, but maybe have each green upgrade cost the same amount per blue upgrade level? If we kept blue upgrade costs the same, it would be 3 per green at level 0, 8 per green at level 1, 13 per green at level 2 etc.
If green upgrade costs were fixed, then they could be represented with a bar gradually filling up instead, and blue upgrades could instead be represented with "LV. X" text, and possibly some additional descriptor (e.g. "1DMG", "10 items" and so on). I think this would work better from user experience perspective.
Final note about the upgrades: I don't like how sword, shirt, staff and bag each use only one kind of resource, while amulet uses two kinds of resources, and it's the same as the one for staff and bag. It means that amulet resources are in twice as much demand as non-amulet ones. I feel an amulet-exclusive resource would break that imbalance. Having each upgrade use two kinds of resources (spread evenly among the upgradable items) would add some element of strategy.
The gameplay is functional, but tiring in the long run - especially with how slow the player movement and attacks are. Speaking of attacks, I'd really like an ability to attack up and down aside from left and right. Dungeon exploration can be particularly tedious, when I've already visited most of the floor and there are just a few monsters left (or nont at all) and walk around at snail pace, trying to see if there aren't any nests or bugs to clear. Having a minimap showing the already discovered parts of the floor would help quite a bit. Also, the game needs more variety of enemies - two regular enemies + boss with lackeys isn't nearly enough to keep the player engaged through all that grinding. ^^'
The graphics are fine, but they could likewise use some more variety - some kinds of skulls lying around, or some debris that could act as a landmark. Even using a different hue for each floor would go a long way - as it is now, each floor feels exactly the same. Sound effects are fine, music is absent.
Again - it's a good start (better than nothing), but there's a lot work to be done here to make a full game out of it. ^^'