That Time That Me And My Friends Got Stuck In A Time Dungeon by Alchemic
Your party of adventurers is stuck in a strange dungeon!
Once a party member enters the field of battle, they will repeat their actions in a loop until they defeat an enemy.
The dungeon is endless, so defeat as many enemies as you can. Beware the dagron!
Full instructions on Itch page.

Credits
- @Alchemic: Design, Programming, Backgrounds
- @WiredOverload: Design, Programming, Turn button
- @Gizmolo: Music
- @aari-chan: Artwork
- @xxAtrain223: Design, Programming
| Youtube | https://alchemical.itch.io/time-dungeon |
| Youtube | https://github.com/apples/ld47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/that-time-that-me-and-my-friends-got-stuck-in-a-time-dungeon |
Ratings
| Overall | 1264th | 3.161⭐ | 30🧑⚖️ |
| Fun | 1247th | 2.946⭐ | 30🧑⚖️ |
| Innovation | 274th | 3.821⭐ | 30🧑⚖️ |
| Theme | 919th | 3.519⭐ | 29🧑⚖️ |
| Graphics | 1144th | 3.179⭐ | 30🧑⚖️ |
| Audio | 830th | 3.08⭐ | 27🧑⚖️ |
| Mood | 1153th | 3.056⭐ | 29🧑⚖️ |
| Given | 22🗳️ | 32🗨️ |
The wild movement patterns combined with the lack ability to place units and plan around enemy spawns make setting up kills more frustrating than strategic.
I appreciate the dungeon theme and silly isekai name tho
Finally killed a dragon after some tries, yay!
I like the background music and the character designs. Talking about the game mechanic, I like the idea, but find it hard to control the party members to attack the enemies in a way I expect. At the beginning I didn't know everyone attacks only when one steps on an orange circle (in the movement pattern). I was expecting one attacking once per turn. After figuring out the rules, I continued playing the game for some time and quite enjoyed it.
I think things a player would keep in mind are what range each unit's attack can reach and whether there is another unit blocking their way. However while the enemies are spawn randomly, the ranges party members' attack can reach is fixed after summoning, therefore the outcome is very unpredictable. I can pause a party member's actions but the enemies always keep going their pattern until blocked, so I feel there are few chances my party member could catch up the enemies to kill them. Also, the movement patterns and attack ranges are shown in separate graphs instead of on the field, resulting me need to try harder to calculate my predictions with no paper around.But once I got the hang, I really enjoyed the process of planning, thinking about what combinations of ranges would cover most of the field at any time.
After some plays I cheated a little: I placed no party members on the field and waiting for enemies flooded to an extent no one could move a step. Then I placed a party member. It killed several monsters in a row. In this way I could see more enemies and potentially kill more dragons maybe.
During my tries I needed to spam space bar quite crazily to go more turns. Auto or skipping turns until party member taking damage will be a good idea in my opinion.
The game is still good, just need more polished and balanced.
Could definitely do with showing you the attack and movement patterns on the grid on hovering over the player (and ideally when hovering over the character with new orders). Also I have no idea what the attack range of the enemies was so that was hard to work around. I was also a bit confused by what order things happened in as I couldn't keep track of who would move first e.g. in terms of do I want to attack where the enemies currently are or where they are moving to next.