
Lich Dungeon
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
https://enverarco.itch.io/lich-dungeon
In Lich Dungeon you play a Lich trying to get to a Crystal inside each level.
Controls
------------------
R to Restart Level
Right click minion to change its direction.
Left click minion to use minions special ability (Skeletons can block, vampires can become bats, imps can toggle on and off mining, bombers explode tiles)
Exe recommended as collisions and hit detection is poor in the html version.
Post Mortem
Day 1 –
3 hours brainstorming and art sourcing.
2 hours on tilemap
2 hours game programming
Day 2 -
8 hours programming and game design
1 hour looking at other peoples game progress
Day 3 -
6 hours making levels and bug fixing
1 hour building and publishing the game
The theme this year was great, tons of ideas came to mind. I decided to build a lemmings type game were you would summon skeletons to get to a destination and the game sort of evolved from that concept.
Overall it was a fun game jam and I’m happy with what I created. I suppose from this game it seems UI, tutorials, level design and scope perhaps are some of my weak spots. While being innovative and creative are some of my strong suits. I think the game fell down on introducing the pacing of the mechanics to the player and the level design, I didn’t get a lot of time for playtesting.
I’ve been playing other Ludum Dare games and somethings I like most about them are the juice. The buttons jiggle, the monsters flash white when taking damage, the bloom on projectiles and nice cover art and pretty UI overlays, the resources have nice animations when collected etc. Some of that stuff is an after thought to me while I’m doing a game jam. But its really important and adds a lot to the game feel. So for next time I’m going to try get better at that or have pre existing templates I can use to quickly add that stuff to my game.
In Lich Dungeon you play a Lich trying to get to a Crystal inside each level.
Controls
------------------
R to Restart Level
Right click minion to change its direction.
Left click minion to use minions special ability (Skeletons can block, vampires can become bats, imps can toggle on and off mining, bombers explode tiles)
Exe recommended as collisions and hit detection is poor in the html version.
Post Mortem
Day 1 –
3 hours brainstorming and art sourcing.
2 hours on tilemap
2 hours game programming
Day 2 -
8 hours programming and game design
1 hour looking at other peoples game progress
Day 3 -
6 hours making levels and bug fixing
1 hour building and publishing the game
The theme this year was great, tons of ideas came to mind. I decided to build a lemmings type game were you would summon skeletons to get to a destination and the game sort of evolved from that concept.
Overall it was a fun game jam and I’m happy with what I created. I suppose from this game it seems UI, tutorials, level design and scope perhaps are some of my weak spots. While being innovative and creative are some of my strong suits. I think the game fell down on introducing the pacing of the mechanics to the player and the level design, I didn’t get a lot of time for playtesting.
I’ve been playing other Ludum Dare games and somethings I like most about them are the juice. The buttons jiggle, the monsters flash white when taking damage, the bloom on projectiles and nice cover art and pretty UI overlays, the resources have nice animations when collected etc. Some of that stuff is an after thought to me while I’m doing a game jam. But its really important and adds a lot to the game feel. So for next time I’m going to try get better at that or have pre existing templates I can use to quickly add that stuff to my game.