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Digging Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality - Does the game innovate or try something new? | #18 | 3.222 | 3.222 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #19 | 3.222 | 3.222 |
Audio - Does the game have nice sfx and music? | #20 | 2.944 | 2.944 |
Overall | #22 | 2.900 | 2.900 |
Graphics - Is the game aesthetically pleasing? | #25 | 2.833 | 2.833 |
Gameplay - How fun is it to play? | #31 | 2.278 | 2.278 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
i got easily overwhelmed by the enemies.
but i liked the diggy diggy hole part. thought that was neat.
The encounter rate is too high. I enjoyed the second enemy unit for the variety but the number of combat quickly exhausted the new experience. I like the digging mechanic.
Thanks. Sorry for the encounter rate. I will fix it after the end of the voting period.
https://twitter.com/Gr4uk3n/status/1515452769196519432
Not bad. I like the idea behind the mix of traditional dungeon crawling and turret-style shooting. The digging mechanic is a nice touch.
A few nitpicks:
The encounter rate is a very high considering you'll encounter only two types of enemies during the game, but for the rest it's sort of fun.
Your totally right, I really wanted to add more enemy variety but I ran out of time. I will take your advice about the ratio variety/encounter rate in account for the post jam version. Thanks!
Nice! I really liked how the barrels and enemies in this game stood out from the background, like a parallax effect. The movement and attacks also had this "dusty" feel which I felt fit the aesthetic well.
Once I got the hang of the combat, I started to appreciate this mix between dungeon crawler and random encounters. The shovel made it feel like there was some unlockable aspect to the game where there was a puzzle to be solved.
I am most curious about the enemies... Haha like why are they always hiding behind doors (SWAT shield?) and mine carts. Am I an invader? What are they hiding?
Well done!
The parallax effect is enherent to old school raycasting. And I'm agree that it gives a nice retro feeling. If you are interested in how it's done, I used this tutorial and rewrite the code in Typescript.
Alas! I did not had time to add some interesting secrets in this version. Maybe I can do it in a post jam version.
About the story, There is not much detail, but you're in a mine, seeking for treasure. The creatures are here to extract emeralds and are defending the mine. The 'doors' are more like little defense tower. I needed some still enemies for early game. I really wanted to add more kinds of enemies with all kind of behaviors but I ran out of time.
Thank you for playing and commenting!
The battle system was interesting. Although it did suck that you could get shot from behind.
I also liked the digging mechanic.
Thanks. I should probably add some information about bullet approching. The shield is 360 degrees (even if I admit it's unclear) so you can avoid being hit if you know the pattern.
I did not like the random battles, as they were to frequent and I was dying all the time. But you got some nice aesthetics there and the battle system itself was quite interesting. A nice idea with the turing around to see the enemies.
Thanks, I really wanted to experiment this real time battle system, I'm glade you liked it. I really should have take more care about battle randomizer. I used javascript Math.random() for about 1 battle every 5 moves, but it seems to be broken. I hope to fix that on the post jam version.
To avoid dying, the best strategy is to identify pattern and use the shield (that is 360 degrees and unlimited). Staying in area level 1 or 2 to XP is also very important on early game.
Oh, the shield is 360 degrees. I missed that, I think I have to take another turn with the game.