Ludum Dare #37compo
4/4 Room
4/4 Room is a rogue-like game.
===12/18 UPDATE===
Post-Compo Release!
- Player & enemies display their level now.
- New gameplay: Enemies no longer move now, and they will drop keys. (probalility base on enemy's type)
- Chests now need a key to open it.
- Better game balance!
- Add music toggle button.
- Now you can press R to restart game anytime.
Controls
-------------
[W][A][S][D]
[Left-Click]
How to Play
-----------
[clean the map -> replace the map -> clean the map -> ...]
1. Choose a card right side, and choose a zone to place the card on.
2. Info on cards shows number of enemies and chests.
3. If you get stuck by walls, click the hammer in the inventory, and just move toward a wall to destroy it.
This action consumes the hammer so use it wisely.
4. Weapons and armors take effect when in the inventory,
but slots are limited in 6, so consider throwing away less good items.
5. Whenever you place a new card, the game difficulty increase a little bit,
and scoring factor and item quality would increase as well.
Dev Tools
-----------
[Flash][AS3][Photoshop][jxfr][Bosca Ceoil]
Last time LD I said that "I swear this is the last time I use Flash."
I'm gonna say that yet again :P
===12/18 UPDATE===
Post-Compo Release!
- Player & enemies display their level now.
- New gameplay: Enemies no longer move now, and they will drop keys. (probalility base on enemy's type)
- Chests now need a key to open it.
- Better game balance!
- Add music toggle button.
- Now you can press R to restart game anytime.
Controls
-------------
[W][A][S][D]
[Left-Click]
How to Play
-----------
[clean the map -> replace the map -> clean the map -> ...]
1. Choose a card right side, and choose a zone to place the card on.
2. Info on cards shows number of enemies and chests.
3. If you get stuck by walls, click the hammer in the inventory, and just move toward a wall to destroy it.
This action consumes the hammer so use it wisely.
4. Weapons and armors take effect when in the inventory,
but slots are limited in 6, so consider throwing away less good items.
5. Whenever you place a new card, the game difficulty increase a little bit,
and scoring factor and item quality would increase as well.
Dev Tools
-----------
[Flash][AS3][Photoshop][jxfr][Bosca Ceoil]
Last time LD I said that "I swear this is the last time I use Flash."
I'm gonna say that yet again :P



Comments100
And the art and the audio, I like everything in your game.
Though I understand that i should ask more for a game made in 2 days like this, but it would be better if i can see the enemy's strats in the game.
Not a fan of the semi-pixel art look with different grid sizes, but would look nice as a pure pixel art game.
As others pointed out it'd be good to see the enemy stats.
Super cool!
The music track was catchy, although it eventually became a bit repetitive (but that's normal in jam games because of the time limit, so I'm okay with that).
Once of my favourite compo entries so far, congrats!
Nice job!
The game is a litte bit pointless, but it has a lot of potentiality.
Audio and graphic are great! Well done
It could've been better if the newly placed room had at least one access point, for I failed quickly because I could not go to new room, and was forced to replace it
...awesome!!
Very nice gameplay and concept, although it is really really hard to balance it right in just 2-3 days. Still, u got it pretty well done, gj!
The graphics are cute and it has a pretty cohesive aesthetic.
The post-compo seems a lot more balanced and fun! Well done!
Does the game scale infinitely?
-Comment on behalf of MrDinosaur. (http://ludumdare.com/compo/author/mrdinosaur/)
The only thing missing is the cue as to how "difficulty" affects gameplay. I got +3, +9, +5 and then all of a sudden, +53. But I guess you fixed it in the post compo version.
I had a lot of fun, really impressive Game!
I like the art, normally I'd complain about different scaling in pixel art, but the outline for the sprites here worked well--the exception to the rule.
The sound effects are a little too shrill and could do with some equalizing to remove harsher frequencies.
I didn't get super far, but I would've liked some kind of progression with the monsters as well. I played the post compo version and noticed you added level indicators to the monsters. I would've liked to have seen them replaced with nastier things.
Good job!
played till difficulty 9 (16atk sword hell yeah!)
the map cards were not so clear at first but after figuring out how to use them.. I must say, this game is one of the most clever games I've played this LD
and it's compo... fawk..
congrats!!
PS: In the Post-compo version, I can't seem to be able to open chests... :-(
Love it!
I died often but that was because I was unlucky.