The Bonekest Dungeon by Tricky_Fat_Cat

THE BONEKEST DUNGEON
Boneky is a mighty undead mage, who is seeking for more power in the deepest dungeon of the world. Trying to acquire it he has to make his way through the enchanted maze. But he must be vigilant, because the ancient evil can bonk him from the shadows.

INSTRUCTIONS
In order to win the game, you need to find three keys hidden in the maze. Once you get all of the keys you will need to find the exit portal.
The maze is a matrix. On the top of the screen, you can find the room coordinates that you’re currently in. It consists of two numbers which represent the X and Y axis.
When you start a level a monster is spawned somewhere in the dungeon. Every time you go through a portal connecting two rooms the monster moves into the neighbour room as well. If you meet the monster in a room that you decided to visit you will lose a life.
You can use magic in order to find which room the monster is hiding in right now and plan your way accordingly.

CONTROLS
W/A/S/D - movement;
Q - cast magic to reveal the room where monster’s hiding (be careful - you only have a few tries);

TITLED GOOSE TEAM
Tricky Fat Cat — code, game design;
Alexander Getmansky — code, game design;
Ruslan Seferbekov — game design, level design, UI design;
Nadezhda Osipova — game design, UI design;
SPECIAL THANKS
- Joshua McLean — for creating the soundtrack;
Ratings
| Overall | 611th | 3.692⭐ | 62🧑⚖️ |
| Fun | 1001th | 3.288⭐ | 61🧑⚖️ |
| Innovation | 762th | 3.333⭐ | 62🧑⚖️ |
| Theme | 1145th | 3.467⭐ | 63🧑⚖️ |
| Humor | 640th | 3.018⭐ | 57🧑⚖️ |
| Mood | 489th | 3.828⭐ | 63🧑⚖️ |
| Given | 52🗳️ | 88🗨️ |
@tentaclemax рад, что понравилось.
The models / sounds / glowy VFX were great:thumbsup: Good job team!
@plaskijakdeska thank you for playing!
But, overall, I like the game!
Also, could you please say for what purpose do you put coins outside rooms?
@threaded-lama-digital thank you for playing.
@glitchman thank you for playing. Yes, there are a problem with explanation of the rules at the beginning.Talking of coins outside rooms, it's a bug, which we couldn't fix.
https://www.twitch.tv/videos/1003703630
@javasaurus much appreciate for playing during the stream. We actually planned some kind of platformer with different traps and puzzles in each room. But we didn't have much time to implement them (as usual).
@justcamh thank you for playing, much appreciate that you take some time to play our game! It's always helpful to watch how someone is playing your game.
Keep up the good work and I hope to see you guys next Ludum Dare!
One thing that I would change is the animation after the teleport to the next room. It felt very slow and broke the flow of walking (floating) through the dungeon
But when I've managed to grab the 3 keys, the gameplay turned into a slog. Maybe I've missed it, but I had no idea how I was supposed to understand in which direction the exit was. So I ended up checking out every room there was, one after another, and it was kinda tedious.
Nonetheless, interesting spin on a dungeon crawler idea, good job!
@chambre19 thank you. It's great to hear that the game could become a full game, however, I try to avoid such a practice.
@legolula thank you for playing!
@doriansnowball thank you for playing. Yea, the animation isn't good for teleportation, but we needed to add something to indicate teleportation process.:)
@annie-owl thank you for playing. Doubtlessly, the game has a problematic UX which causes a lot of troubles to players.
@gazal thank you for playing!
@jmo14 thanks!
@lucas-viana thank you for your time. Each 50 coins you get an extra life.
I'm curious as to why you have opted out of graphics! The visuals and presentation were absolutely excellent, the pixellated aesthetic looks great and I have always really loved it. The sound effects are humourous, even if the music doesn't feel it *quite* fits the atmosphere I assume you're trying to cultivate.
Overall though, a different and interesting experience with wonderful presentation. Well done!
@breadstix thank you for playing!
@pickens-inc thanky you. Talking of the monster, it always tries to follow the player and if you go to the room which is near to the monster, it's high likely that it also enters that room. Talking of the visuals, we opted out because we didn't create models at all.
@katamary thank you for feedback.
@andrewaprice thank you for playing.
@rhoff95 thank you for playing.
For example both the column 0 and the row 0 are very difficult to reach, sometimes portal would take you from 1 to 5, or from 1 to 0, same the other way around (5 to 1 or 5 to 0), having the rotated grid is already difficult to map out where you are going to end up, adding to that the inconsistent wrapping made it really seem like a maze.
For the room preview I don't know if I misunderstood how they worked but oftenly I'd see a key preview, walked towards it, but would never reach it even after a couple room.
Also is there a reward for exploration ? My lives and scrolls would randomly go up, sometimes by a lot, I had like 5 lives and 0 scrolls, the next room I had 9 lives and 4 scrolls without picking up anything.
The limited scrolls idea is interesting, but since you don't know where the monster is going to go, unless you're really far you pretty much have to use a scroll every room, or at least every couple room, especially considering the map is pretty small. And when you run out you're just blindly moving hoping to not land on the monster.
One thing I think would have really been beneficial is some visual representation of the rooms that you and the boss are in aside from just the numbers. Not necessarily a full minimap or anyhting, but even just an arrow pointing in the direction would be super handy. I got myself turned around a few times forgetting which axis was which number.
Overall, a pretty solid entry!
@patatenouille thank you for your feedback. I recognise, there are a lot of UX problems, we had several ideas to make it better, however, we didn't have time to implement when. Eventually, I decided, that it's better to deliver a game with minimum bugs, than trying to implement new mechanics in hurry.
@guitarbro thank you for playing. Yeah, we understood that we should have added some additional interfaces or indicators which could have helped players to understand where they are.
UPD каким-то макаром собрал 3 этих гребанных ключа, но не могу найти фонтан\колодец. Сложно ориентироваться в подземелье, Артём... хочется плакать...
