Dungeon Protector
Play as a witch in charge of protecting unimaginable riches from the claws of evil adventurers.
We made this in 48 hours because we had to go to work on Monday.
This is a turn-based, hex-grid puzzle game.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Before playing read the whole tutorial on images 3 & 4 above this before playing. There's no in-game tutorial. Most important points are repeated in the description, but trust me, you'll need the images.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Actions cost action points (AP). Walking costs 1 per tile, stabbing and shield spell cost 2 and the ice spell costs all 3 APs. Enemies get only 2 APs. Everything dies in just one hit, time is limited.
Keys:
Q Go to
W Stab
E Ice spell
R Shield spell
Space End turn
F Show enemy turn order
Since a lot of people where confused with the enemy movement/requested an explanation:
Rogue can stab for 1 AP and walk for 1 AP per tile. They will always move to your direction.
Archer can walk for 1 AP per tile, draw his bow for 1 AP and shoot for 1 AP, but he can't draw and shoot on the same turn.
Good luck & have fun!
A game by:
Simon Reiser | Michael "Mouch" Miedler | Alexius "Neato" Rait
OpenGameart Stuff:
qubodup
http://opengameart.org/content/knife-sharpening-slice-1
HorrorPen
http://opengameart.org/content/loop-lonely-witch
Reemax
http://opengameart.org/content/rpg-sound-package
Vinrax
http://opengameart.org/content/key-pickup
Brian Kent
http://1001fonts.com/8-bit-limit-font.html#styles
Edit:
Please write how far you got, I'm curious.
We made this in 48 hours because we had to go to work on Monday.
This is a turn-based, hex-grid puzzle game.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Before playing read the whole tutorial on images 3 & 4 above this before playing. There's no in-game tutorial. Most important points are repeated in the description, but trust me, you'll need the images.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Actions cost action points (AP). Walking costs 1 per tile, stabbing and shield spell cost 2 and the ice spell costs all 3 APs. Enemies get only 2 APs. Everything dies in just one hit, time is limited.
Keys:
Q Go to
W Stab
E Ice spell
R Shield spell
Space End turn
F Show enemy turn order
Since a lot of people where confused with the enemy movement/requested an explanation:
Rogue can stab for 1 AP and walk for 1 AP per tile. They will always move to your direction.
Archer can walk for 1 AP per tile, draw his bow for 1 AP and shoot for 1 AP, but he can't draw and shoot on the same turn.
Good luck & have fun!
A game by:
Simon Reiser | Michael "Mouch" Miedler | Alexius "Neato" Rait
OpenGameart Stuff:
qubodup
http://opengameart.org/content/knife-sharpening-slice-1
HorrorPen
http://opengameart.org/content/loop-lonely-witch
Reemax
http://opengameart.org/content/rpg-sound-package
Vinrax
http://opengameart.org/content/key-pickup
Brian Kent
http://1001fonts.com/8-bit-limit-font.html#styles
Edit:
Please write how far you got, I'm curious.

Comments20
It is very hard, couldn't get past the second level ^^
I think reusing the game mechanics is fine, and I can see some deviation, but would be nice if it had a bit more of a unique touch.
> The "workflow" for selecting a skill then clicking on destination wasn't clear. I thought they were AOE spells or something.
> It's hard if not impossible to strategise without information of what the enemies are going to do, and simple let's die first to see what happens is frustrating.
>The "cost" and the "command" being so separated makes the concept of cost difficult to understand. And time wasn't very clear too.
But in all an interesting start :)
Ok, we did not know about that game, but since you brought it up, I took a glance at it. I must say that even though the games look alike by basic mechanics (hex-grid-based, turn-based), in the end they achieve totally different end results.
Let me explain:
Hoplite on the one hand is a strategy game in that you have a lot of options and have to think in advance for long time spans (getting different upgrades to health or abilities) and errors in judgement will lead to some punishment, but not completely stop you.
Dungeon Protector on the other hand has few clear defined solutions to each level (only 1 in level 6), not finding one of the solutions will result in stopping the progress completely, making it a clear candidate for the puzzle game genre.
I apologise if this sounded rude.
I liked your art style.
Please go ahead and check my game (LocusLudi) nad check my Youtube (Acuadoy Studios) cause ill redo
my whole game and then you'll get all the links to updated versions of my game!
You've got a slick look to this one, and some nice complexity that shines in the puzzle-type thinking it creates.
I made it pretty far but after about 10 tries I couldn't solve the one where you have to kill 6 guys (5 rogues, 1 archer) that encircle you in the middle of the room. I came close but I know with 5 turns and 6 guys I need to lure them into at least 1 double-kill and I never figured out how to do it!
Great job making something that really got me thinking. Looking at the screen shots I was ready to complain about purple guys on a purple background, but when actually playing it didn't matter.
Nice entry!
By the way I'm a big hoplite fan (have the atheist achievement) and I am surprised to see people comparing your game to that one. Your pace is FAR slower and more puzzle-like than hoplite, and the multi-move AP system takes it even further in a different direction, as does the multi-moving enemy rogue.
If I could have added one thing it would have been some indication how close to the end I was, if there was an end.