escape-the-dungeon-what-did-he-do-to-deserve-this by BarnabeWild
escape-the-dungeon-what-did-he-do-to-deserve-this is a leave the depth, dungeon escape, puzzles and challenges (hopefully). I’m just having fun exploring godot. the name remind me of a psp game.
you have to click the screen once after pressing play to hear the music, idk why.
The goal of the game is to have the highest score with the fewest death!
Share your score and death!
An escape the depth of a dungeon type of game,
Wanted to showcase the isometric and see if/how I can make it work.
Arrow key to move, space to jump.
the spikes kill and after three death there is a game over.
Ratings
| Overall | 298th | 2.5⭐ | 34🧑⚖️ |
| Fun | 293th | 2.391⭐ | 34🧑⚖️ |
| Innovation | 288th | 2.375⭐ | 34🧑⚖️ |
| Theme | 282th | 2.394⭐ | 35🧑⚖️ |
| Graphics | 244th | 2.922⭐ | 34🧑⚖️ |
| Audio | 224th | 2.561⭐ | 35🧑⚖️ |
| Humor | 191th | 2.453⭐ | 34🧑⚖️ |
| Mood | 287th | 2.403⭐ | 33🧑⚖️ |
| Given | 37🗳️ | 42🗨️ |
The music and graphics in general are nice, altought the character feels a bit out of touch from the rest and I can't really tell what are the collectibles, but the dungeon itself looks nice. The controls are clunky however.
I don't really know what I should do after the fifth room, the one Kryakikrya posted. Is there an end ?
Got 31 deaths for 29 items. Tbh I stopped collecting them at some point, I just wanted to see what was in the rest of the game.
One small comment: It would be better if the edge on the bottom of the screen was cut away, especially for rooms like the fifth one where you have to jump to a hidden platform (I see someone else also managed to get stuck on the 3d terrain)
I think the diagonal controls are weird. It would make sense to me if W would move forward from our perspective (that is, 45 degrees left of what it is). But maybe someone else would find it confusing?
Happy for you trying out Godot, it's really fun to learn and progress. Good luck!
The black bezel is somewhat the same reason, I've hidden the mess of under a cover (the camera piss me off too). My direction was "if it get me one step forward, don't look back". the tiling was made in Crocotile 3D to keep as much as possible the2D isometric effect of my original idea.
for the 45 degree and and moving,I did not know about that, thank, I'll look into it! I coded the simplest interpretation of faking 2D isometric. I did not truly knew what I was doing.
There is no end, the level transition system tutorial i followed worked like a charm in the engine, but not in html build, something about "res://" code in some way, only work "in-engine". so I recoded the level transition system the hard way just to give 4 levels... that time was meant for level design. Since I was tired, each time I was making a new level, things broke because I kept overwriting instead of "saving as"... so I called it done for that, otherwise I could have broken everything.
Nobodies know what he did to deserve to be in this dungeon. The music describe the sadness of that.
Yeah, I had a good time, felt good challenging myself to delivers with my own motivation and achieving it in 48h.
Your character is funny in my opinion, but the camera has big issues when the walls block the view, and the controls are very counterintuitive ! I really encourage you to focus on having a good camera behavior and slick controls before anything else when developing your next games :)
Otherwise the gameloop is fine, no bugs from my testing, good job!
A little insight into the controls since there is a lot of comments on that. I did some verification why it felt natural to me:
The reference for this game is Solstice on the NES and the controls are the same here(or at least I tried to make them feel the same).
furthermore. Final Fantasy Tactic uses the same direction for it isometric, same for Harvest Moon: Back to Nature , both game that I played a lot. So it was an intended design, but it also created more confusing controls.
Godot by nature is very modular, for example I never coded spike trap before, which means after fixing up the bad code for that, I'll have a spike trap for any of my other project. That's why I intend to continue polishing the game, or at least for tying loose end that I'm aware or made aware to make the game feel a little more complete before going on another project, which I'll share some time after the rating period end.
I like the Isometric attempt, I think aesthetically you nailed it, I just feel like the camera is stiff, and the commands remind me of the early attempts at motion. For this maybe a more usual camera would have worked better, or at least positioning challenges considering the camera angles. Had some issues with getting stuck in walls, and also with spawn points, but I see what you're doing here and the experiment with 2D in 3D worked, even if more 2D animation would have sold the idea better. But definitely you did a great job pushing the bondaries of what you could do in such a short time and challenging yourself, great work!