Diminutive Dungeon Draft! by Maste
Play as an Evil Necromancer building a small dungeon under constrained conditions. Deploy tiles, summon minions, and avoid heroes! Gathering 30 Mana to win but if the Heroes get you it's all over.
Play the game on Itch.io: either search the Game on Itch.io as: "Diminutive Dungeon Draft" or find the link below.
This is my first game with Ludum Dare - the game sucks, but I absolutely loved the experience.
| Link | https://laughing-little-frog.itch.io/ddd |
| Original URL | https://ldjam.com/events/ludum-dare/54/diminutive-dungeon-draft |
Ratings
| Overall | 778th | 3.357⭐ | 23🧑⚖️ |
| Fun | 889th | 3⭐ | 23🧑⚖️ |
| Innovation | 437th | 3.5⭐ | 23🧑⚖️ |
| Theme | 477th | 3.762⭐ | 23🧑⚖️ |
| Humor | 541th | 2.944⭐ | 20🧑⚖️ |
| Mood | 767th | 3.275⭐ | 22🧑⚖️ |
| Given | 14🗳️ | 24🗨️ |
I feel like if this game had a build phase where you fill in the dungeon followed by a defend phase where you could move around and had to see how long you lasted or defeat all the enemies it would make sense. As it is I'm not really sure why I would build anything at all and the enemies don't seem to attack the necromancer unless I move.
Nice work!
But the adventurers are pretty slow so you can spam space (i saw another comment saying the same x)).
I found another "bug", if you click on a button (to place a room or a monster) and you press space (before placing the room), you will press the button again and not attack (I suppose you've made the game on unity x))
But the game is cool and even cooler for you first Ludum !! Well done :D
I wasn't too upset that the 'rotate' function, didn't quite rotate. But it was frustrating when the figures shown on the UI on click turned out to be just the wrong ones (inverted?). And could not even become the right one with Q and E.
Also missed win condition at first, and did not understand why I won, I want to fill the whole map with rooms! But now I already see about 30 mana.
Also a few runs there was a situation when my super huge horde stands in the initial square and can not spread because the units of the light side are spawning and dying around it. (but here I also realize that it's my own fault for doing the squares first and only then starting to spawn units).

Sorry about my 'Great Wall of Text'. But I really enjoyed the game and wanted to share my impressions. (:
A cooldown for attacking would have been nice, as would a timer for comparing how long it took to finish creating the dungeon and killing enemies.
(Oh, and as a little bonus, I don't know if you can skip the tutorial, but if not, it might be nice to add).
It's a nice idea, though, and worth developing further.