Deeper Dungeons

by mrblue
Overall★★★★★★★★★★3.25
Fun★★★★★★★★★★2.93
Innovation★★★★★★★★★★2.86
Theme★★★★★★★★★★3.52
Graphics★★★★★★★★★★3.59
Audio★★★★★★★★★★2.43
Mood★★★★★★★★★★3.50
Descend into the dungeons and fight your way through to the end.

Everything in the game has been created during the jam time. (For the first uploaded version)

Controls


Sidescroll

- Move left/right: A, D
- Interact: W, S
- Jump: Space
- Attack: Left mouse-button
- Block: Right mouse-button

Freeroam / Room

- Move: W, A, S, D
- Interact: E
- Attack: Left mouse-button
- Block: Right mouse-button

Inventory

- Open inventory: Tab
- Use item: Right mouse-button
- Remove item: Middle mouse-button

State of Development (v2)


Known Issues

- Held items aren't positioned properly
- Some controls are missing in the main menu
- Swapping or using item in inventory doesn't update item info popup

Unfinished / Missing Features

- NPC models
- More animations and more well refined ones
- Sound effects
- Volume slider in menu
- Death screen
- Escape menu
- Proper interactive end screen
- Further visual improvements & QOL features

Post-Jam Updates


v2 - Fixes & Slight Polishing

- Last level back wall now has a collider
- Boss' summoned enemies now hold weapons
- Fixed camera confiners on dungeon levels being to large (was showing under the map)
- W and S no longer trigger walk animation in sidescroll
- You can no longer attack while blocking
- Fixed misplaced ledges
- You can no longer consume non-consumable items
- Fixed right side wall of level 2 being slightly offset
- Enemies are now pushed back when hit
- Updated item descriptions to be consistent and descriptive
- Slightly nerfed attack delay of mace & battle axe
- Nerfed strength potion effectiveness & duration

v3 - More polishing, visual improvements, addititional level etc.

- Added time score
- Added one more level before boss level
- Added end game screen with epilogue (thanks to @magnanix)
- Added trader model
- Added basic attack animation & hurt effect(s)
- Properly positioned held items
- Added post-processing effects
- Added HP text to health bars
- Added proper windows for castle levels
- Added torches to side rooms
- Improved camera movementwa
- Improved fade to black in hallway to side room
- Added idle animation to player in main menu
- Added chest container
- Fixed health bar clipping with player helmet
- Lowered health bar saturation
- Fixed bug with player & enemies tags toggling when they shouldn't

Comments24

LDJam user 12021327 Apr 2021, 05:00
Can confirm your linux version works fine. I like the idea of a combination top down/sidescroller ARPG but it's too incomplete still, without feedback on the hits or better motion you're basically just mashing and trading damage. After you beat the final boss you can actually just walk through the final wall and keep going into the void. I think with some better enemies and some work on the combat/levels this could be a solid idea for a full game though
LaserHydra27 Apr 2021, 09:44
@raptor851
I'm glad the linux build works. :slight_smile:
Yes, unfortunately we didn't end up having enough time to work the rest of those things out.
Thanks for playing and giving your feedback! :thumbsup:
Gabriela Moura27 Apr 2021, 13:59
I love this game, very well produced and fun :two_hearts:
Sasashasa27 Apr 2021, 13:59
3d models are made with high quality, it's a pity you didn't have time to add monster models.
Khelian
Khelian27 Apr 2021, 16:26
I defeated the boss and clipped into eternity!
Funny stuff aside, nice game. A bit harder for azerty keyboards, though.
The backgrounds and lighting are really cool, and it's too bad you didn't put monster models in.
LaserHydra27 Apr 2021, 18:02
@gabriela-moura @sasashasa @khelian
Thanks for your feedback!
We would've loved to have done more polishing and finished adding our character models & animations.
The issue with the azerty keyboard is a good point we hadn't considered. We left out things like configurable controls to save on time, but it'd definitely be something we should add in case we keep working on it.
Alina Baybulatova28 Apr 2021, 18:27
Interesting! I really have fun to play this game! Cool atmosphere! Thank you) And so beautiful graphic and sounds) Great job!
oc1d
oc1d28 Apr 2021, 18:41
Nice One! Thank you. Missing some sound or general hit feedback but I absolutely love the change of perspective. Sword does not look right to be attached correctly
LDJam user 18471128 Apr 2021, 18:48
Nice idea with the side tunnels and the free roaming passages. Game could have used a bit more polish.
And fighting as a core mechanic was sadly not so much fun, because only clicking enemies didn´t feel right.
Anaferus28 Apr 2021, 19:34
I think you need some more time to continue working on the project. I think there is potential here, but you ran out of time. Well done!
0x89A28 Apr 2021, 21:17
@oc1d @spyturtle @anaferus Thanks for the feedback! We would have liked to do a little more in the way of polishing however we simply ran out of time so we missed out on some of the little things like held item positions and attack animations etc.
Dawiss28 Apr 2021, 21:18
Really nice :) i like the idea and graphics style, reminds me of roguelike games.
Magnanix1 May 2021, 03:06
The evil bean goblins, and their evil ways. I have vanquished the shaman who slew my father, no more shall their evil taint this land! Unfortunately, though, this tale will be untold - as the hero who beat the shaman decided to walk through the most devilish bean goblin trap: the false wall of loss. Passing through the final wall after the shaman's demise, left our hero lost in the void of darkness for all eternity!

XD, nice work, a few funny things i.e. weapon holding positions made me chuckle, a nice effort for the Jam :3!
Phoenix Fireflower1 May 2021, 11:52
Although you didn't have enough time to add all the features you wanted to get in, the graphics and models are good looking and the mix of sidescrolling and free-roaming is very innovative.

Any chance of a post-jam build?
LaserHydra1 May 2021, 16:37
Thanks for playing guys :)

@magnanix and thanks for the making me chuckle with your little epilogue :)

In regards to your question, @phoenix-fireflower, we did do a few fixes and small polishing which we definitely plan to release soon, just gotta get @mrblue to upload the builds :stuck_out_tongue: Those are however as I said, mostly small fixes.

Properly positioning held items turned out to be more of a problem than we thought with our current state, so that won't be a part of it for now.
I'll check with the others if we could get some enemy models, more animations, and maybe even some more levels in.
Kripakov2 May 2021, 16:49
Good entry for jam! Lots of generally working mechanics in just 72 hours, cool! Inventory, combat, multiple cameras and movement modes, trading in some form, great! The music is atmospheric and the graphics are very nice. But of course 72 hours for such a project is very little, there is still something to do, but this is a very good start!
LRVStudios
LRVStudios3 May 2021, 03:01
Nice atmosphere and music, and i loved the art style. But as a old fan of a classic dungeon rpg, kinda hard not to like this game haha. Great work!
DoctorTM
DoctorTM3 May 2021, 22:46
Nice jam guys. Great work on the graphics!

A few things: The rooms were very dark. And as mentioned above, the sword
LaserHydra4 May 2021, 11:54
@doctortm Thanks for playing & your feedback!
In the little post-release update we've been working on, there will be torches in the side rooms :)
LaserHydra4 May 2021, 22:07
Hey @phoenix-fireflower, we've just uploaded a post-jam build with further polishing, improvements, and more :)
Enemy models are still missing for now, but feel free to check the changelog for v3 on the page here for what changed.
Jvdwijk
Jvdwijk5 May 2021, 02:22
This was a nice game! The combat could be a bit more skill-based but the game was pretty fun. I liked the switch between side scroller and top down ^^
LaserHydra5 May 2021, 13:15
Thanks again for playing @jvdwijk!
The combat does indeed need some work to be more skill-based but we didn't have the time during the jam and didn't want to completely change that in the post-jam release for now.
I'm glad you enjoyed it overall.

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