GitGood Dungeon by Quoclon

[raw]
made by Quoclon for Ludum Dare 47 (JAM)

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GitGood Dungeon

Git Good Dungeon is a game my cousin and I made in 48 hours for Ludum Dare 47, drawing from the jam's theme of "Stuck in a Loop". This was my cousins first game jam (and he rocked it!) and it was amazing to be able to develop something together. The game has it's flaws, but we learned a lot, and we're happy that we have a playable game (if not a bit buggy) with a start, game loop, and end.

We called it "Git Good" to pay respect to the struggles we had in our own "Stuck in a Loop" experience using Git to collaborate. Neither of us had used Git before, and we really were thrown for a loop (for a good part of the first day) before we could figure it out. It's also a nod to the challenge of this 5 level game, which requires some skill to beat.


* tl;dr *


Git Good Dungeon - Our Hero is 'stuck in a loop' in a dungeon, where in each loop the enemies spawn in the same position (the loop), but with each iteration more get added. Green Fireballs helps boost the challenge.

Instructions * Attack (Mouse Left) * Roll (Mouse Right) * WASD (Movement) * Kill the Skeletons, Avoid their Attacks, Fireballs hurt * Escape Key (Quit)

Bugs * Probably lots * ?????? (Let us know) * WebGL wouldn't build with Unity 2020 (or maybe some bug in our Project Settings) * Screen-Size is used to 'bound'/clamp enemy movement (1920x1080), so probably doesn't play well with other resolutions. * The game loads Level 2 Enemies into the First Loop (but only when the game is built into an .exe and not in development for some reason)

Mini-Post Mortem

Things we're Proud of * Awesome Hero Animations (check out the roll-slash!) * Animated Skeletons that roam, detect, and attack * Game Manager that used an easy to use Enemy Spawning/Placement system * Rad looking dungeon, and overall fit of aesthetic of art * "Completing" the game development cycle (start, game loop, end) * Leveraged Trello to keep ourselves on track. * Figuring out how to use Git (stay tuned for more collabs!)

Challenges we faced * Neglecting class Game Jam advice (i.e. getting good sleep, focused scope) * Keeping clean code as classes as the time crunch set in * Getting sucked into the 'nice-to-haves' * Git

Stretch Goals (cause you never know...) * Title Screen * More enemy types and enemy AI * Invincibility when player rolls * Variety of Traps * Bosses - that have specific attack patterns

Audio * https://opengameart.org/content/rpg-sound-pack

Art * https://oco.itch.io/medieval-fantasy-character-pack * https://jesse-m.itch.io/skeleton-pack

Install instructions * Made in Unity: * Download LD47.zip * Extract * Click on LD47.exe

Ratings

Overall 1185th 3.226⭐ 33🧑‍⚖️
Fun 999th 3.183⭐ 32🧑‍⚖️
Innovation 1453th 2.617⭐ 32🧑‍⚖️
Theme 1267th 3.1⭐ 32🧑‍⚖️
Mood 668th 3.5⭐ 31🧑‍⚖️
Given 18🗳️ 33🗨️

Feedback

ConnorThompson
05. Oct 2020 · 06:21 UTC
really great animation and artwork! really enjoyed this
Mg beatz
05. Oct 2020 · 12:01 UTC
i love them
José Bonilla
06. Oct 2020 · 03:26 UTC
Good job doing this game! I think it's a simple, fun game. I made it to loop 4. I noticed some of the small bugs you've already talked about, but nothing too bad. It's fun to play.
Holtzzy223
06. Oct 2020 · 03:38 UTC
Fun stuff! loved the art
snowinn
06. Oct 2020 · 04:05 UTC
As it’s made in unity, you should install the webgl component and upload it for web. It will allow more people to play it, so people with a mac that are interested can vote on your game. :)
GrizzliusMaximus
06. Oct 2020 · 04:17 UTC
The sprites and their animation is great! good job! I wish there was music to add to the feels of the game. I haven't seen any bugs while playing. Managed to reach level 5 but I died before the end
CliffracerX
06. Oct 2020 · 04:23 UTC
The character art & animation, as well as the art overall, is absolutely fantastic. Sounds were passable, though nothing great (which is super-forgivable given Ludum Dare time constraints - goodness knows I've skipped sound design a good few jams now), and the overall gameplay felt a bit rough around the edges - even with the roll ability, and the ability to hit things whilst mid-move, combat ultimately usually came down to who died first & if attrition would kill me before the enemies were all gone.

The ability to swing towards wherever your mouse pointer is, with a little bit more speed, would probably resolve that - knowing when and how to dodge, then counterattacking the right moment, would make for a nice bit of extra engagement and let the dodge & dodge-attack abilities shine more.

Still, this is a solid entry, and congrats to you & your cousin for both making a whole game, *and* tackling Git while you were at it!
DoctorMozart
06. Oct 2020 · 05:06 UTC
I enjoyed reading through your Mini-Post-Mortem, great job finishing your game! This was a fun little game, the difficulty definitely ramps up quickly! :sweat_smile:
DarcyTimms
06. Oct 2020 · 07:46 UTC
Looks great, focusing on looping through a single great looking dungeon room was a great way to find creativity, especially theme-relevant creativity, with the restrictions you have. Also have to give massive props to people who give the extra time to add sound to their game, it adds a whole level of game feel that's easy to forget about when you have developer tunnel vision. As for the bugs and general jank, I wouldn't say it stood out to me more than any other game jam, or any other full fledged indie project to be honest, so I think you're a little hard on yourself there, but a good amount of self-awareness and reflection does go a long way. Props to you and your cousin on your first collaboration together, I hope you continue to work with each other :)
AdrianKrawczyk
06. Oct 2020 · 09:44 UTC
beatiful sprites!
Karin G
06. Oct 2020 · 09:53 UTC
I really liked you game. Good job guys :)
Rysae
06. Oct 2020 · 09:54 UTC
Great dodge roll and skeleton animations indeed !
mamon
06. Oct 2020 · 10:07 UTC
Really cool MC animations.
Eugenik
07. Oct 2020 · 05:58 UTC
Hilarious take on the theme!
etrealjunior
07. Oct 2020 · 10:29 UTC
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
ryan hallmann
07. Oct 2020 · 12:07 UTC
I love the feel of the game, movement feels good and pulling off the jump attack is nice. The only bug I was able to find was that the roll doesn't go off if your standing still, but it doesn't really effect anything. The only thing I would add is music, but that's about it. Overall great job.
marbles
07. Oct 2020 · 12:19 UTC
Really nice animations! I like the character design.
piscythe
08. Oct 2020 · 04:08 UTC
It feels odd to me that attack is on mouse when the position of the mouse doesn't matter. Carving through the hordes of skeletons was fun, but I didn't feel very much agency in the outcome of those fights - it seemed like the best strategy was to just mash and rush them. The storm of projectiles, however, helped in that regard. I think the game would feel better if your normal attacks moved you forward. The moment when I first saw the dungeon just filled with purple skeletons was pretty good. I was a bit surprised when I cleared the game in one attempt - I was honestly expecting endless procedurally-generated levels, but nope. Good job, and may the git gods not curse you next time.
honey
09. Oct 2020 · 11:33 UTC
I tended to hit enemies going vertically, which didn't seem to work, which bothered me a bit. Also, as pointed above, the mouse controls seems to be pointless, and maybe full keyboard binding would prevent me from trying to hit enemies above or below me :)

Apart from that, it is a solid work!
paulhocker
11. Oct 2020 · 04:11 UTC
the game mechanics were solid but it started to feel the same. but i guess that was part of the theme. :) thanks for making the game.
Overlook Studios
11. Oct 2020 · 16:02 UTC
Really like the art, the animations look like the artist knows what they are doing. I think the concept you guys had was good for the jam, a nice combination of hack and slash and bullet hell in the level. I think you guys keeping to a simplistic set of mechanics (slash/dodging) was a good idea. I think though hitting things/getting hit didn't feel satisfying enough to really go for the impact the art was displaying. Things like knockback, screen shake, time freeze are all relatively easy additions to a hack and slash to make it feel like each hit has its weight behind it. Also for the dodge I think it would have been a good idea add invincibility frames (or make it longer if there was any), I think it fits the games style. Good job on submitting and with some more polish this could be really good!
guimoliveira
16. Oct 2020 · 19:00 UTC
Nice game. I made it to level 5, but then I died before the end.

The graphics are very good. I didn't see any bugs. The sound when hit is a little weird. And a background music would be nice.

Good job.
BitOfGold
26. Oct 2020 · 11:49 UTC
Nice sprites and solid gameplay!
Cool game!