This is a deliciously subversive take on the Rogue concept by imagining the post-massacre cleanup. Kinda like Viscera Cleanup Detail. The roomba is such a funny and smart idea to tie in the rigid, gridlike structure of the play space. The cartoon gore also reinforces the light-hearted tone. Gameplay-wise, there isn't a whole lot of pathfinding with the enemy hero, which follows the player in a linear path and always gets stuck. Why's he so hell-bent on wrecking us - we're just trying to help clean up after all! I also like that the roomba looks like it has a smiley face on the top and clearly enjoys undertaking its gory job. Gory and cute!
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Pathing and random generation took most of my time, i just put the debug button i used in development for quick regeneration as a "i am stuck feature" and went on to make the game an actual game rather than squares on the screen. I was gonna go back to those but didnt have time. My idea with limited pathfinding was like when you double back to start room the new dungeon delver will suprise the player and it will be like ohhh the dungeon delver is "the player" and if a dungeon was empty you would just go kill the only moving thing inside. But i never actually sat down and watched someone play the game so i have no idea how that turned out