Dungeon Rusher by PoshDan

[raw]
made by PoshDan for Ludum Dare 51 (JAM)

Dungeon rusher! Rush that dungeon! No crawl. Crawling is for people with time

This project was started 1 entire day late. It's super rough to play, but we tried

We wanted to have a score system, experience/levels/difficulty curve, some equipment, treasure and health potions to pick up.

LD Embed cuts the health bar at the top and the time bar at the bottom. Recommend enabling fullscreen (there are scrollbars to reveal it) 2022-10-04<em>00-31-17</em>LD51<em>DungeonRusher.png2022-10-04</em>00-31-24<em>LD51</em>DungeonRusher.png2022-10-04<em>00-31-29</em>LD51<em>DungeonRusher.png2022-10-04</em>00-31-38<em>LD51</em>DungeonRusher.png

Ratings

Overall 1073th 2.96⭐ 27🧑‍⚖️
Fun 1063th 2.78⭐ 27🧑‍⚖️
Innovation 686th 3.2⭐ 27🧑‍⚖️
Theme 560th 3.68⭐ 27🧑‍⚖️
Graphics 713th 3.438⭐ 26🧑‍⚖️
Mood 987th 2.935⭐ 25🧑‍⚖️
Given 36🗳️ 31🗨️

Feedback

Zakroutil
04. Oct 2022 · 08:14 UTC
Cool concept, I really like the art style and I believe with a little bit more time to polish the game it could be great fun! Good job nonetheless :)
Sublustris
17. Oct 2022 · 07:16 UTC
Oh! nice concept! Crawling is really only for people with excess of time ))
Roka Josh
17. Oct 2022 · 07:39 UTC
Really solid concept, with a bit more time this could be made into a really fun full game. Good job!
TopperVideoGames
17. Oct 2022 · 07:47 UTC
This can be a pretty good start to a neat game! If more time was put into it, I can see a tense, always moving type of fun coming from it.

From what I could tell, a lot of work did go into the systems. Dynamic lighting from the lamps, destructible objects when hit, and even the physics of the objects add a lot of cool interactivity. I managed to climb up to the wall from sliding into objects like a makeshift staircase, and walked along the outlines of the rooms for a while. The archer type of enemy is the most incomplete thing in the game, it appears to not face the player correctly and never shoots! Would have been cool to dodge some projectiles.

I found it funny that if you tried to rush on ahead, you would just drop into the pit. A cooler way to indicate the room is about to disappear could be to have a giant monster eating it, would be more immersive than the giant countdown bar. I do hope you flesh out the game more, I see some potential in it. Good work!
Steve7411
17. Oct 2022 · 08:10 UTC
This is a good start. I really love the art. With a little enemy pathfinding, what I suspect is a missing negative sign for the archer aim code, and the ability to collect the gold, this would be a really nice game
LDJam user 298496
17. Oct 2022 · 08:32 UTC
This is a really really great idea, it definitely needs more content but you've done really well with the time available.

It would also be great to visually see when a room is about to be destroyed (even if it just flashes red or something).

I hope you keep working on this, as I'd love to play a fleshed out version!
Nikochka
17. Oct 2022 · 09:40 UTC
A really good game, but there is a need to think about the logic of the movement of opponents, as they often encounter various objects, sometimes because of this they can not even reach the player
I was missing some kind of score counter. Literally anyone, so that it makes sense to survive longer
owca
17. Oct 2022 · 11:15 UTC
Wow! This is one of most innovative concepts I saw this jam. Obviously the game needs some polishing, but the core idea is just great. Congrats! :smile:
SleepyStudios
17. Oct 2022 · 12:21 UTC
It's definitely a good start but the game just really needs an objective of some kind. I did like the atmosphere in the dungeons though and the voxel graphics worked well with it, good job.
jk5000
17. Oct 2022 · 13:08 UTC
The idea is fun, and I had a bit of fun playing it. It feels a bit unfinished, but a lot jam games do that.
Archenwhile
17. Oct 2022 · 17:05 UTC
Really great concept and use of the theme, I really enjoyed it. However, I feel the difficulty doesn't really scale, it would have been great for the difficulty to scale which might have made it harder as I felt the difficulty was pretty consistent throughout. The music really worked and the tone was great.
paloobi
17. Oct 2022 · 17:42 UTC
Enjoyed what you did with the theme. It's interesting to have a combat game where I have to make a tradeoff between fighting the monsters and moving forward ahead. It would be nice if there were some reward or incentive to engage in more of the combat combat, so I would be forced to make more tough decisions - risk the room disappearing while I fight for an item/upgrade/level up? or run ahead to get to the next room to survive? I think some of the enemies could also block and prevent movement more so I would have to fight them to proceed. I can really see this developing further, with levels, items, additional enemies, etc - the core gameplay is fun. Great work!
DrunkardWolf
18. Oct 2022 · 22:09 UTC
Fun idea and game, would love to see it in a more completed state, good work :)
niterich
19. Oct 2022 · 18:42 UTC
While I think it's obvious the core gameplay is a bit lacking, you guys certainly did a lot of the little things really well. All the little set dressing with complete destructibility really help sell the scene and make it stand out from a lot of other static and plain jam games I've played. I'm also kind of impressed by how well the game runs, considering all the dynamic lighting going on in the HTML version.
Doraemon
20. Oct 2022 · 07:49 UTC
Fun game, great visual. Good work!
LDJam user 281060
20. Oct 2022 · 16:05 UTC
Wow, impressive dungeon generation and art! A large, well done set of props and enemies from a jam game. I also liked the variation in dungeons, I was impressed to see new layouts periodically. This is a great start to a game. Maybe dungeons crumble away or are caved in, and after a certain number of rooms you get to choose an upgrade roguelite-style? Great work!