Dragons Hoard by Luna-Smol
Help the little dragon collect the largest pile of very useful stuff she definitely needs and will use in the future!
How to play: Items provide you with score (Hoard Points) but can also be used in pinch to help you in combat. Just be careful as every item increases the attention of the adventures coming in 7 days to steal your treasure!
The itch version is a little bigger and therefore better to play, embedding on ludum dare is not ideal yet ^^'


Made in odin and aseprite with Sokol and Miniaudio
Credits:
- Luna -- Programming and Art
- Zoe (binaryDiv) -- Programming
- Aurora -- Music
| Source Code | https://codeberg.org/LunaLailatova/LudumDare58 |
| Itch.io | https://lunathemoongirl.itch.io/dragon-hoard |
| Original URL | https://ldjam.com/events/ludum-dare/58/dragons-hoard |
Ratings
| Overall | 293th | 3.632⭐ | 36🧑⚖️ |
| Fun | 271th | 3.529⭐ | 36🧑⚖️ |
| Innovation | 449th | 3.162⭐ | 36🧑⚖️ |
| Theme | 530th | 3.439⭐ | 35🧑⚖️ |
| Graphics | 358th | 3.75⭐ | 36🧑⚖️ |
| Audio | 270th | 3.485⭐ | 36🧑⚖️ |
| Humor | 533th | 2.636⭐ | 35🧑⚖️ |
| Mood | 496th | 3.382⭐ | 36🧑⚖️ |
| Given | 34🗳️ | 48🗨️ |
THe only thing I can say is that spamming AP training is kinda op haha
This is a fun little adventure. I'd say it has enough systems/stats/items and in general depth to it that I wouldn't mind if it were 3 or 4 weeks instead of 1, with different, stronger enemies at the end of each week, just to really get a feel for all the possibilities. Nice work!
That said, really well done! I enjoyed it a lot :D
Final 4 knights were not super hard to me, as I killed two of them instantly with two ducks, casted defense and armor from items and rushed one of them to 1 hp. They hit me ~10 hp, I killed one of two left and a single knight was like a joke. I had 5 AP (increased at levels and via bonfires) and it's literally overpowered. I wish there could be visuals when an opponent hits you, so you know how much it damaged you. And a settings menu with volume slider
Thank you for the game, it looks good!
The game could definitely use some balancing and feedback.

I must have forgotten to hoard things.
Gonna write up a review for this cool entry.
The great:
Programming something like this in a weekend is no small feat. I can see the work that went into this and am super impressed, it would lend itself well to some procedural generation (not in a weekend) but for the future for sure if you guys aren't too burnt out. You could create varying maps and encounters with some simple rooms-and-corridors generation algorithms.
I am most impressed by the inventory and equipment systems. Those are also pretty difficult to wrap your head around, but I liked the implementation, simple for what was needed for the game loop.
The improves:
For me when I played it seemed that no enemies attacked me. I was able to just faceroll through every enemy and even the knights just let me beat them down. I did stack a ton of armor so maybe I was just too tanky? Not too sure.
I play a ton of classic roguelikes so the UI and working with the game came second nature to me, but perhaps a little tutorial blurb wether in the game or on the LD post page or itch would be helpful.
My team also had the idea of a dragon collecting things prior to a coming hero invasion so its cool to see that great minds think alike.
Something to think about:
The bones are already set up to take this to a next step, add in some procedurally generated maps, some more options in dealing with foes (magic, fire breathing, etc) and maybe baby animations on attacks, you've got one hell of a short-turnaround-roguelike.
Thanks for making !
Feel free to hit me up to talk games in the future, hope to see you guys out there.
I liked the gameplay loop and graphics, but repetitive trees during movement are bad looking(
Good result!
The idea was to have it work around there being more/stronger knights at the end depending on how many things you collect but overall there wasn't enough time for balancing so they might have very well been too weak.
As a fun aside, it does use procedural generation but just a very simple miner based algorithm making the path and scattering the encounters on every junktion
Anyways, nice short RPG. I don't get the hoard point as it doesn't affect gameplay at all. But for the theme, let's say that I played as an XP collector.
I really like the scanline effect! There is so much to this, all of the different items and events! It must've taken so long to hand-craft them all!