Dungeon Rusher by PoshDan
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)




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🗨️ |
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!
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!
I was missing some kind of score counter. Literally anyone, so that it makes sense to survive longer