Dungeoneer by notApollogising
Dungeoneer is an epic roguelike-esque dungeon crawler with many unique items and enemies to fight and collect.



Btw there are 2 game breaking bugs. One is when a room spawns where a room already exists, leading to you getting stuck in a wall. Another is a bat that flies off screen. If you stand out in the open and wait for like 15 seconds the bat usually comes back I believe. I wish I could iron these bugs out but I didn't save the code for the jam build, and added on too much for the later build. Sorry about that!
I also didn't really have Friday or Saturday to work on it because I had work, not that that means you should go easy on your criticism but just keep that in mind :)
| Link | https://not-apollogising.itch.io/dungeoneer |
| Original URL | https://ldjam.com/events/ludum-dare/48/dungeoneer |
Ratings
| Overall | 1689th | 2.935⭐ | 25🧑⚖️ |
| Fun | 1300th | 3.087⭐ | 25🧑⚖️ |
| Innovation | 1827th | 2.326⭐ | 25🧑⚖️ |
| Theme | 1679th | 2.848⭐ | 25🧑⚖️ |
| Graphics | 1717th | 2.522⭐ | 25🧑⚖️ |
| Mood | 1759th | 2.413⭐ | 25🧑⚖️ |
| Given | 20🗳️ | 11🗨️ |
Hey y'all, I reuploaded a new build that should be working. Let me know if it crashes!
@notapollogising There is a lot here for a gamejam, nice job! I really enjoyed the combat system; being able to knock-back the enemies with the projectiles made it much more tactical and interesting. I also enjoyed the variety of enemies. Those fast floating-head guys were evil! Nice job!
The game could have been improved even further with sfx and music. Overall, great job!
I definitely like having the random upgrade system. My first playthrough I got no items at all on the first floor, but my second playthrough I had fire most of the run. I definitely think that a larger variety of weapons would be even better, but I think that's pretty obvious...
The combat system was actually surprisingly deep--the rooms with the flying head + bat + skeleton in a tight space were pretty tricky. It might make sense to put them later in the game as they are, I think, the hardest room. My first playthrough I got a number of that room in a row which was rather hard. I wonder if the room selection system could be modified to use, maybe, a grab-bag sort of RNG like Tetris? (Where you are guaranteed to only get a small number of duplicates in a row)
I did run into one glitch that ended my first run: a bat flew off the screen and I couldn't kill it, or go through the doors. I had no choice but to suicide :(
But yeah, a straightforward little game. I enjoyed playing it.
The dominant strategy I kept using was to kite all the enemies together and run around them in circles. Different enemy patterns and behaviors could have shaken the gameplay up.
It was intuitive how to play, even if there was no control explanation. It had a nice progression of weapons, even if I am not sure exactly how they differ. They felt either stronger or faster which is useful when dealing with the groups of enemies. Good work!
After playing for a few minutes, I entered a room and spawned over a wall, so the game crashed.
Weapons spawn too frequently, I got the fireball many times in a row (although that seems to have no effect).
Graphics are basic, but that really didn't spoil the experience. I wish there were music and sounds. Good job!
For a solo jam game there's a lot of content and variety even if you ran out of time, as the win screen says ;)
Making it infinite would have definitely helped especially given your game's mechanics and potential.
Congrats!

I'm a big fan of the genre, and it's good to see people give it a shot here and there. Since these usually require a lot of thought and planning, even getting a functional one within Jam timeframe is a miracle on its own, so I think it's impressive you made it!
Random rooms, upgrades, some diversity on enemies and different floors, it all works in favor of the game.
I do have a few hiccups to mention though. I do feel that the enemies take way too long to defeat at times. The bats flying off screen made me wait for them to come back. I wasn't even sure they'd come, but they did. And last but not least, the game crashes here and there. I actually managed to replicate this purposedly: If you enter a room and move back to the door before it closes, the moment it closes with the player on it will cause the game to crash.
It also crashed on the third floor as I entered a room with nothing on. The doors didn't even spawn, so I'm not sure what would have caused that.
Still tho, these kind of things happen during the gamejam crunch. What you managed to make is impressive on its own merits, and likely taught you a lot that you can use in future projects! Well done! :whale:
I didn't run into any bugs, thankfully, but just a quick tip in case no one has mentioned this yet: try using some kind of source control for your code for the jam, and everything else you do! That way you can fall back to any version of your game because it keeps a record of every change, you could have fixed those bugs on the jam version very easily. If you've never used source control like Git before it can seem imposing, but if you get graphic tools to help you (like Github Desktop or SourceTree) they basically do all the work! Github and Bitbucket are free and good places to start.
Shooting feels nice, but feedback when getting hit yourself would improve the experience. I also didn't hear any sounds, which felt a bit bleak.
The combat difficulty feels pretty good, but sometimes I felt like I was just getting cornered no matter what. (maybe I should have been more aggressive with my movement?) Enemies kind of have a lot of HP. I got a room that was impossible to leave without taking damage, if I was on my last heart that would not have been a good experience.