Dungeons & Delivery by frozenfire92
Hello there, welcome adventurer... Do you think i was talking to YOU???
Nonono noooo, you have... OTHER qualities for work... Come with me...
You are from an island of famous dungeons. These dungeons continuously attract adventurers, as there is always loot; Ever wondered how? Thats right... YOU! It's been a family business passed down for generations, to restock dungeons loot.
Restock the Dungeons, and dont get caught or killed. The nearby towns will give you commission for the adventurers that come through.
- Buy items from towns to stock the dungeons with
- Dungeons require at least one item to attract adventurers
- Adventurers will loot a dungeon with items placed in them over time, and celebrate in a town if their looting was successful (When it says adventurers are celebrating, there will be a commission for you in said town)
- Mobs will kill you so watch out for them (game over)
- If an adventurer finds you, play dumb or the gig is up (you will be "rescued" from the dungeon and sent outside)
- Mouse click on the map to navigate
- WASD/Arrows to move in dungeons
- E to interact in dungeons
- I to open inventory
- Hint: Check out those skulls in the dungeons wink

Credits
- Code by Joel/Frozenfire
- Art by Underlig
Libraries & Tools Used
- Aseprite
- Unity
- GGEZ pixel perfect camera & sprite
- A* pathfinding
- DOTween
- Tiled
- Super Tiled 2 Unity
Other Credits
Kenney Input Prompts Pixel 16×
"Adventure Meme" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/
| Link | https://frozenfire.itch.io/dungeons-delivery |
| Original URL | https://ldjam.com/events/ludum-dare/53/dungeons-delivery |
Ratings
| Overall | 946th | 3.222⭐ | 20🧑⚖️ |
| Fun | 1086th | 2.75⭐ | 20🧑⚖️ |
| Innovation | 214th | 3.806⭐ | 20🧑⚖️ |
| Theme | 341th | 4.139⭐ | 20🧑⚖️ |
| Graphics | 646th | 3.611⭐ | 20🧑⚖️ |
| Humor | 392th | 3.417⭐ | 20🧑⚖️ |
| Mood | 598th | 3.528⭐ | 20🧑⚖️ |
| Given | 14🗳️ | 19🗨️ |
The pixel art's good too - I especially like the overworld graphics.
Could maybe do with a lives system (maybe a gold penalty to pay an adventurer to rescue you?) as hitting a game over after 1 mob hit feels a bit harsh - although definitely just a personal taste thing!
Nice one!
@jhax we have alot of ideas for the game, but this was what we ended up having time for, lots of tweaks can be done, and we have alot of further ideas for other gameplay mechanics that would make the game more complex and hopefully fun =)
We ended up happy with the result, as it feels like a somewhat solid base for a game
Global map navigation could be improved as well, maybe some indication of the path and the ability to override the path?
At first I wasn't sure how loading chests worked. I saw a closed chest and assumed I needed to interact with it somehow to fill it.
On a positive note, I really enjoyed the music! It added a lot to the atmosphere and fit the setting very well.
The concept of the game is neat and I really liked the core gameplay loop. At first, I found it difficult to prioritize which dungeons to go to and sort of just wandered, but eventually I fell into more of a loop.
One hit kills felt quite harsh, especially with how fast the skeletons are.
I also found that the movement felt a bit slow relative to the size of the dungeon. The skulls helped with that, but it was frustrating having to check each skull not knowing whether it was a teleporter.
Lastly, I had an unexpected death when I teleported to a skull without being able to see where it would take me. It might be worth adding a visual indicator or some other cue to help players anticipate where they will end up.
Overall, I thought the concept was really cool and the core gameplay loop was engaging. Just needs a few minor tweaks—awesome work!
Also the map movement is not so great - it would be easier if WASD worked on the map but if you really want the click to move then it needs to queue up clicks so you can chain the path you want to take.
The art and music are really nice and everything fits with the theme.
The soundtrack fits and gives out "adventurous vibes" so I like it a lot. Also, I think you've given the game a clever name :)
Overall, good job!
I had problems with controls on map - simple WASD would be better, than clicking. It behaved weirdly. Sometimes character moved, sometimes now. Dungeons were a problem - the movement is ok, but mobs are too fast and instantly kill you always.
I liked the whole mood of the game, it was a great set up - just a few tweaks away from great one (although yes - there is only this much time in each jam)!
Good job on making the game!
my notes:
* One time, I clicked a dungeon and the character walked up to the door, and just got stuck there, ending my playthrough
* The teleporter skulls would just stop working sometimes, usually leading to me being cornered by a skeleton and ending my whole playthrough. I don't know if this is really a glitch though and I couldn't really test it since exploring dungeons is almost impossible.
* The most difficult part of the game is staying alive in the dungeons. I think you should rethink the dungeon gameplay to emphasize the business aspect of the game. I was never worried about running out of money or even thinking about the items I was buying, my main concern was trying to restock a dungeon without dying. Maybe make it so the player loses items from their inventory when they get hit instead of dying, and boost the movement speed of the character so they can actually out run the skeletons
* Moving around the map was annoying because you have to click precisely on the road to actually get the character to move. I think free movement would have worked or just fixed node to node movement.
* The menu that comes up after clicking on a dungeon is kind of misleading. I bought a bunch of items and then ran around the world looking for dungeons that needed restocking, but every item in every dungeons had a green "Have" icon which I thought meant that specific container had an item meaning it was already stocked. So I kept running around the world waiting for time to pass and the dungeons to get depleted. It took me a while to realize that "Have" means that I have an item in my inventory to restock the dungeon. This issue was exacerbated by the fact that I really didn't want to enter a dungeon if I didn't have to because of how dangerous they are.
Overall, I LOVE the idea and I really wanted to play the game, but I kept running into issues that prevented me from enjoying it. Honestly, I think this idea has potential and recommend you develop it further