Skinner Dungeon by UnluckyNinja

A very simple and short 2D top-down action dungeon game.
You find yourself in a dungeon when you wake up.
While finding a way out, there are monsters on the way.
After a hard fight, you walk through a portal and meet the Enchanter.
He tells you to kill more monsters, and you can loot them to trade for powerups from the Enchanter.
He get what he want, and you become stronger.
What a good deal, or not?

Controls:
Arrow keys: move
Z: Interact
X: Attack
Shift: Dodge roll
Implemented contents:
- Basic movement, attack and dodge roll.
- 1 melee Monster
- Some lines
- Powerup store
- 1 bad end
- Very noob pixel art
Some additional notes:
Press Z to buy powerups. And after upgrading your health, you have to talk to the Enchanter to buy next one.
(As a simple workaround, I make use of the health powerup for pushing the story progress. But didn't got time to add hints, my bad.)
Font is from [https://managore.itch.io/m5x7]
Ratings
| Overall | 402th | 3.25⭐ | 22🧑⚖️ |
| Fun | 343th | 3.2⭐ | 22🧑⚖️ |
| Innovation | 579th | 2.5⭐ | 22🧑⚖️ |
| Theme | 502th | 3.075⭐ | 22🧑⚖️ |
| Graphics | 348th | 3.3⭐ | 22🧑⚖️ |
| Mood | 376th | 3⭐ | 21🧑⚖️ |
| Given | 26🗳️ | 12🗨️ |
My fault. I indeed forgot to publish the page.
It's my first time joining a ldjam and make a playable game, and was in a hurry to catch the train.
Didn't got time to have enough thoughts on avoiding mistakes when uploading the game.
Thank you guys for the reminding. It should be available publicly now.
Game page descriptions will be add when I arrive at home (about 10 hours later).
Thank you! The enemy AI was simply set to attack you when close enough to it. I should have made it less aggressive..
Thanks, I may have been too strict about the sprite animation size, all of theme are 16x16 pixels, leaving few space for attackinr part... When testing I am also feeling it's not intuitive if the attack will hit. Next time I will set up with a larger canvas, and make sprite and collision sync better.
The combat was a bit simple; it would have been nice if there was more variety in enemies and you had a larger range of upgrades to purchase that affected how you fight (e.g. range on your sword). But of course 48 hours isn't a ton of time to add all this stuff in.
Thank you guys, really appreciate it.
I acutually have similar ideas before the jam, to mock the overwhelming "paying as gameplay" games in my country. But I'm more a dreamer than a doer. Most of my projects died at scaffolding.
When LD started and the theme was out, I almost didn't come up with other ideas. I'd like to thank LD that it gave me a chance and motivation to finally be able to finish one.
As for the damage counter, I should have made a text label indicating how many times you have upgraded. But after finishing store functions, I still didn't have a start-to-end gameplay. I was busy catching the deadline and testing the game, then I just forgot it. I hardly had a clear mind at that moment (LD ends at 6:00 a.m. here).
And I have considered a second monster. I even prepared sprites for it (A ranged purple slime). But got no time to implement it.
I really need to practice more at coding and workflow. :P
Now for the biggest criticism: the controls feel really stiff, it feels like you have the if(up) moveUp(); else if (down) moveDown(); system going for your movement, which can lock out axes when pressing multiple buttons when play gets intense. That aside, a few more monsters and locations and you have the start of a promising twin-stick souls-like here.