Dungeon Feeder by orukinawa
In Dungeon Feeder, you must prevent looters from stealing your hard-earned gems by triggered traps at the right moment to kill them. A gem is stolen when a looter reaches the exit and the game is over when you run out of gems.
The current gameplay is a result of me getting too distracted during the jam. I only had two trap mechanics and AIs in so I turned it into this hectic button clickfest.
The "COMING SOON" button brings you to my original vision of the game. 4 rooms to take care of simultaneously (with a way lower spawning rate per room compared to the current gameplay). Also more traps and AI types for the enemies.
Made using Unity3D and visuals using GraphicsGale
The current gameplay is a result of me getting too distracted during the jam. I only had two trap mechanics and AIs in so I turned it into this hectic button clickfest.
The "COMING SOON" button brings you to my original vision of the game. 4 rooms to take care of simultaneously (with a way lower spawning rate per room compared to the current gameplay). Also more traps and AI types for the enemies.
Made using Unity3D and visuals using GraphicsGale
Ratings
| Coolness | 50% | 3 |
| Overall | 2.96 | 619 |
| Fun | 2.75 | 648 |
| Graphics | 2.83 | 602 |
| Humor | 2.78 | 441 |
| Innovation | 3.16 | 368 |
| Mood | 2.74 | 617 |
| Theme | 2.79 | 781 |
Interested on the "Coming soon" features, keep it up :D
Although I will say that I'm pretty sure it becomes impossible after a short time, which could be fixed by a larger scale. (Which by the looks of the "coming soon", you have planned =D)
On the whole, I like it. Well done!
Would also be well suited to mobile, with touch inputs and whatnot.
@boardtobits
I thought about enabling hotkeys but I wanted to preserve the hectic-ness of moving your cursor around the screen. I think a good compromise would be keeping the click button but arranging them in a more organized layout.
@OccamsRazor
Thanks man! Mobile somehow never occurred to me till I read your comment! :D
@Phil Strahl
When I designed the game, I wanted it the gameplay to focus more on timing and execution rather than planning and strategy. Concerning the button placement, I agree that the placement makes it awkward to play, something that I think can be fixed with a better layout.