Dungeon Evoker by VPhyre
🎩✨ Calling all aspiring wizards! Dive into the mystical world of "Dungeon Evoker" and embark on an enchanting journey to save your rubber duck!. As the wizard Alatar, your mission is clear: rescue your beloved friend, Nero, from the clutches of nefarious mage Ambrose. Prepare to weave spells and face perilous foes within the depths of a treacherous dungeon.

CONTROLS:
Z, X, C, N, M - To cast your spells
Mouse - Navigate through menu
HOW TO PLAY
You control Alatar a powerful mage in a perilous dungeon. You need to beat enemies along the way, and in order to do it, you need to press the buttons at the right time, if you miss or the enemy hits you, than you will loose health. But don't worry! You can recover your health if you hit a sequence. You just need to keep doing that and keep yourself a live until you have an opportunity to hit the boss. Have fun!!
| WEBGL (Itch.io) | https://vphyre.itch.io/dungeonevoker |
| Original URL | https://ldjam.com/events/ludum-dare/55/dungeon-envoker |
Ratings
| Overall | 721th | 3.447⭐ | 59🧑⚖️ |
| Fun | 566th | 3.466⭐ | 60🧑⚖️ |
| Innovation | 833th | 3.095⭐ | 60🧑⚖️ |
| Theme | 980th | 3.103⭐ | 60🧑⚖️ |
| Graphics | 730th | 3.517⭐ | 60🧑⚖️ |
| Audio | 433th | 3.474⭐ | 60🧑⚖️ |
| Humor | 433th | 3.302⭐ | 60🧑⚖️ |
| Mood | 868th | 3.272⭐ | 59🧑⚖️ |
| Given | 66🗳️ | 108🗨️ |
And I do miss there was a bit more thought put into the attacking phase. But other then that it's a fun enough game. and a very cool idea
My main complaint would be a timing issue, I kept loosing my combo because the wave of enemies was ending or the boss would end its phase just when I was pressing a key.
But I had a lot of fun regardless
The timing the button presses and bgm was off though. I also really disliked how long it took for you to get feedback from your controls when you attacked the boss. There is a lot of waiting around when you make your attack, making the boss fight very underwhelming compared to the regular gameplay.
The songs matched surprisingly well with the inputs and having a rock, paper, scissors section against the boss was a nice touch! Only big issue I had was having a hard time differentiating between the yellow and orange boss colors leading to more than a few hits from the boss.
Y'all made a legit fun game, great job!
He was bopping his head to the music and we took turns fighting against all the monsters :)
It was fun when it was my turn and he was like "PRESS Z!!! now X!!! now M!!!" haha
I'm glad the game was easy for him, but for me, I'd love to see if you return to this and make more difficult modes, maybe with some simultaneous key presses or more complex sequences!
And for the attacking the boss part of the game, three things that would improve it:
* if the bullets already in transit when the boss changes color just get reflected instead of punishing you with damage, or...
* if the bullets you fire went a little faster so the risk-reward element makes more sense
* if for colorblind accessibility, you make the relevant button flash the relevant color when you need to attack the boss! I'm not personally colorblind but I did have a lot of trouble distinguishing between yellow and orange!
Best of luck in the jam, tossing you 5 stars all the way
Aside from that, the game plays and feels well!
So, we were in doubt about which keys to choose. We chose Z, X, C, N, M, thinking about using two hands, on the same "keyboard row". Especially because we believe that most people would not prefer to play "using one hand", even if this was possible using the V and B keys. Our idea, too, was to give a small space between the hands.
But it's a good question. I think that maybe in an ideal scenario, we could let the player choose which keys he would like to use, but for a gamejam (especially for our idea, and the way we implemented it), maybe we "lacked time" to design all the possible keys, to put on the in-game buttons (and also implement this). I know we could try other solutions like using a font and visually transforming the buttons into UI elements. But at the time of implementation we ended up opting for this first approach... Although in a future update, we can improve this. :)
* The game slows down a bunch when the enemy goes into its damage phase, because you can't mash and also the enemy doesn't take damage until the bullet physically reaches the target. Maybe make it so that just pressing the button at all does damage so the damage phase can feel CRAZY AND FUN instead of having to slow down a ton and be more careful so you don't accidentally take damage for being too aggressive.
* There's no feedback on how much health the enemies have - maybe giving a healthbar of sorts would be nice?
It's hard to tell the timing on when the damage phase is going to end, too. Any way the player can get feedback for that?
Nice work with this one!
Aside from that I had a great time and tried it on every difficulty, great job!
Nevertheless, artwork, gameplay, and music — all very cool!
(Also, I'm using an AZERTY keyboard, but I can easily adapt to find the corresponding keys.)
Music is nice, and it's a great touch to have it change with the bosses. There is some strange inconsistency to the art - most things are pixel art, but Phinneas. There doesn't seem to be a purpose to that exception, so it just feels out of place. Pixel sizes also vary widely.
Anyway, quite an enjoyable jam game! And I just love your main menu - it's so cool :smile:
A thing that I would like is (and it might be the case already but I didn't feel it) if the slimes didn't always have the same 'delay' between them, as in having like a few really rapid presses in a row instead of always same tempo of pressing between each slime. And in regards to feedback, it would be nice to have some information like how much health the bosses have left, or how much damage you'll take if you hit them with the wrong spell as I was really surprised when I lost over two thirds of my health to a single miss against the final boss! Still a really awesome game, thank you for making it.
The "notes" not being synced to the music threw me off a couple of times, and the ZXC-NM mapping was confusing to my brain, this gap between C and N didn't want to make sense in my head. But overall the entry is funny and charming and I had a good time completing your game, great job!
It's a good idea to vary the game mechanics by sending the requested color.
Good project!
Another thing: It would be nice if the _next_ color of the boss would be show, so that one could fire faster. Would add more skill potential asw.
The whole challenge is really nice but an explanation on how the player can lose health in game would have been welcomed (I saw after playing it was mentioned here).
Really nice entry despite this ; I could imagine a bigger game with this gameplay.
(Also I think some of your sprites are suffering from texture compression issues)