Droplet Dungeon by aucguy

[raw]
made by aucguy for Ludum Dare 54 (EXTRA)

Use the WASD or arrow keys to move. Use the space bar to spray water.

Once you enter a room you will need to beat the room to continue. Spray water onto the big fires to put them out. Once you have put out all the big fires the room, the room will unlock.

There are a total of four rooms, including the tutorial room.

Ratings

Given 21🗳️ 26🗨️

Feedback

Almax
16. Oct 2023 · 22:56 UTC
This is a really cool little game :)
Loved the art style and core gameplay loop, it was surprisingly well balanced!
My main bits of critical feedback are:
* Movement audio should be quieter than the music
* Health bars should be a different shade of red, or better highlighted as I died a few times before I realised I shout be shooting the flames.
NotSpaghettiGames
16. Oct 2023 · 23:45 UTC
This game was fun! Great job on your art and making a complete game! I enjoyed the concept you came up with. I would try and improve the movement so that way it feels more natural. Also, your color scheme is good next time make sure to differentiate the health bar colors. Great Work!
LDJam user 265360
17. Oct 2023 · 04:20 UTC
some interesting ideas! It might be a good idea if the sound for defeating little fires was different from the sound when little fires collide with the player.
jandourek
17. Oct 2023 · 20:43 UTC
Simple but pretty engaging! I liked the music and art. I think I found a weird bug where extinguishing one big flame extinguished all of them sometimes. The final level was pretty difficult, but I ended up winning only because my dying somehow extinguished all of the flames. Still, pretty cool!
Flying Dog Fish
18. Oct 2023 · 11:36 UTC
Nice retro game, but really really hard. The sound effects are a bit too loud compared to the music.
Le Don
18. Oct 2023 · 14:48 UTC
This is charming little game! The audio sounds a little rough with the soundeffects being way louder than the background music. I like the addition of those water bottles and making the game not *that* hard.
Kiriwer
18. Oct 2023 · 20:25 UTC
Great game, too bad it's so short. Nothing more to add
Cookie_CHR
18. Oct 2023 · 21:34 UTC
Simple but engaging. Nice job!
LDJam user 372350
18. Oct 2023 · 23:48 UTC
Very fun simple game. The core game loop is pretty good. The dungeon tiles are super well made, and the contrast of the blue character on all the red is pretty satisfying. The music and sfx are nice, although could probably use some equalizing. It would be cool to see how this game could expand in the future: more maze like rooms? dash ability? water bomb? a lot of really cool potential! Great Entry!
croze
19. Oct 2023 · 02:51 UTC
I got the star! The last level was pretty challenging, but beat it first try. I would have liked if there was 1 more even more challenging level, but the pace of the difficulty ramp up was really good up to end.
Ty Victorson
19. Oct 2023 · 05:56 UTC
I got the star at the end and only died a couple times! The addition of the water re-fillers was a lifesaver (literally) really helped with the increase in difficulty for the later rooms! Overall, the game was a fun time the only critique that I have is the audio mixing could use a bit of tuning, the walking sounds were a tad loud!
minjutin
19. Oct 2023 · 07:03 UTC
Room spawning system is really satisfying, reminds me of metroidvania kind of games. I would totally play this kind of metroidvania tho. Level building was interesting,giving you only a limited amount of water till you reached later stages. Good job indeed
fraanns
19. Oct 2023 · 14:06 UTC
Cool game. Currently it gets a little bit boring, but with some more mechanics, I think it could be really fun.
T C
19. Oct 2023 · 17:46 UTC
Good game! I really liked the way the attack worked, with a bunch of particles in a spray. Always fun getting 5 times the damage by being close to enemies. A bit of variety in attacks or powerups or enemies would be nice, but for the length of the game what you had was decent. Nice job.
Peredom
20. Oct 2023 · 13:14 UTC
Interesting concept. Move speed is too low. Continuous spawns of enemies doesn't work well with the continuous attack (i.e. tons of small particles instead of more typical, more infrequent, more damaging projectiles); instead, enemy spawns should be more infrequent, maybe in batches, so there's an assymetry in the timing, and you can use the "down times" to attack more safely. Or the enemy spawns could depend on player proximity, or some other indirectly controllable thing.