Get Out Me Dungeon! by BlooAlain


"This pesky hero keeps coming by to try and steal the dungeon's treasure! Each time they come back they're stronger than before. Make the dungeon stronger and keep the hero from looting our treasure!"

Before the hero enters the dungeon, you can upgrade and rearrange the rooms in the dungeon with a variety of monsters and traps. Each time the hero is slain in the dungeon, they drop their gold. Use the gold to keep your dungeon strong enough to fend off the hero and defend your treasure.
Gameplay tips:
- Keep an eye on the hero's growing stats! The more a hero faces a certain monster/trap, the more they'll learn from it; increasing their defenses against them permanently.
- Design as you like! Feel free to rearrange your dungeon rooms to fit any strategy, even sell them back to make room for a new trap!
- Fast forward is a timesaver! Toggle on/off the fast forward button to watch the hero fall to your dungeon at an even faster rate.

Developed by Rubber Ducks:
Daniel MacCormick, Alain Sangalang, Bo Yu
| Itch.io | https://rubber-ducks.itch.io/getoutmedungeon |
| Original URL | https://ldjam.com/events/ludum-dare/50/get-out-me-dungeon |
Ratings
| Given | 32🗳️ | 49🗨️ |
I think my biggest criticism is just that the UI is a bit confusing regarding how much resistance the Hero has gained. UX is difficult to get in a jam though. I think a quick win that would have improved the experience would have been a little element of randomness in the actual fights; I get that it was meant to be a numbers game, but once I'd understood everything, it was a bit underwhelming to know the exact outcome of the fight before it happened. An occasional critical hit on my or the hero's side would have been a little spicy unpredictability.
But overall, very solid entry, well done!
Enjoyed playing the game would play again.
I would consider adding to the tutorial or descriptions an example battle resolution... I did not quite grasp the numbers the player had on each type of mob at the top... is this the amount of damage per attack the player does on the dungeon mob/trap? I could see the player was upgrading and could see the numbers increasing when they killed a particular mob (can you kill a trap?) but it was not clear how the outcome of an attack was calculated.
Graphics were great... sort of the 8-bit classic look, which I love, and the music is simple but also good. Long enough to not have the repetition get boring or on your nerves.
I like the suggestions of adding critical hits (or misses) against the player that is given in some of the other comments. Overall, great game and well executed.
Also love the aesthetics
Game also looks and sounds good, everything fits together perfectly
Props to the tutorial, way too many games skip on it, it feels good to not have to guess how everything work.
As for the gameplay itself, it's very simple but it's a nice idea for a jam, and it nicely fits the theme !
The icons of the skeletons and goblins were a little bit too similar imo (you maybe could have used a tad more colours ?), but that's just nitpicking.
Congratz on the submission !
i think it is pretty intriguing take on the mechanics.
to me i couldnt catch on the idea of hero building specific resistence. if it wasnt for blooalain. so maybe make that a little more obvious. i found the resistence building a little op maybe have it kill 1 minion once it can kill and have it so he needs more resistence to kill 2 in a row for a type of minion. with this much resistence it felt meaningless to upgrade my minion. so one of the mechanics were just out of question by that.
also i tried 3 spider room setup but once he plowed through them selling them off didnt provide any resistance wearoff. (obviously this is a design choice by you guys but i expected it) as well as selling them off didnt give me enough money to rebuild a strong enough base. that diminished my chances of survival as well as my means to do anything. so not being able to strategize by myself but the mechanics forcing me to find that one solutions is turning into a try and error thing.
Graphics are really cute.
When I want to move a room, the drag-drop does not immediatly work. I have to click a first time, then re-click to do the drag-drop. I don't know if it is made on purpose.
I would have loved to level up my creatures and my traps to a level higher than 3. That would give more choices : do I buy another room and another creature, or do I level up an existing one ?
The user interface is not always clear. The logo on top of the screen, showing the degrees of mastery of the heroes, are not very clear. We guess there is one logo per trap type, and that they are in the same order than the buy buttons, but they are really too small to be distinguishid. I was always looking at the order in the bottom to have the correspondance.
I'm still not sure of how to interpret the trap modifiers +2 / -2. Does "+2" means an advantage for the hero or for the dungeon master ? In short : should I put at the beginning the traps modified by a +2, or the traps modified by a -2 ?
I would love a second episode, with a 2D game mechanic. Dungeon would be a grid, with many treasures on a border. One or more hero would spawn from the other border, and they would each have a different behavior (a trap type they love/hate, a preferred direction, ...)
Thank you !