Void Dungeon [WIP]
I entered the 7drl and actually finished it this year! The idea for me this year was to keep it as simple as possible so the only controller you have is left and right mouse clicks, left moves the charecter and right brings up the menu. This was done for the main reason of pronting it to mobile devices.
You can only kill enemies by destroying the tiles underneath them, while you try to make it to the stairway that eventauly leads down to the deepest level of the dungeon where the staff of creation awaits.
Here is a vid and screenshot (the art is borrowed, I still suck at pixel art)
Here is the link to download and play it yourself:
https://www.dropbox.com/s/t06k9ntw04xgoms/Void Dungeon.zip?dl=0
You can only kill enemies by destroying the tiles underneath them, while you try to make it to the stairway that eventauly leads down to the deepest level of the dungeon where the staff of creation awaits.
Here is a vid and screenshot (the art is borrowed, I still suck at pixel art)
Here is the link to download and play it yourself:
https://www.dropbox.com/s/t06k9ntw04xgoms/Void Dungeon.zip?dl=0
Comments
Terrain-as-resource here is super cool. This really looks like something to home in on if you decide to keep working. There's some changes you can consider if you're looking at mobile: such as smaller rooms and bigger tiles. Using that approach can make your game very well-readable on smaller screens, and it increases the importance of every tile you add or take away (difficult/interesting decisions will abound in smaller chambers, where removing even one tile dangerously narrows your options!)
You have the opportunity to really enhance this aspect of the project and build more systems around it, you've already got a unique game and it could evolve into something deep and different for a broad range of players.
How did it run slowly, was it the game itself or did the character not move fast enough for you?
It may just be the character. Comparing to your video, everything else runs the same pace but the character takes +-1.5 seconds to move from tile to tile.
I'm with @Nandrew on the terrain-as-resource mechanic though, it's really interesting and has a lot op potential for clever gameplay. I am exited to see what you come up with :)
I also experienced the same issues of character movement speed. They were moving at about a quarter of the speed of that in your video. Also, they didn't always move in a straight line, sometimes they would zigzag from side to side as they moved in a direction. This usually seemed to happen when I was rapidly clicking in one direction.
Good luck, looking forward to the next build.
Thanks for checking out the game!
So an enemy walking towards the player and attacking him, tiles that have spikes on them, or disappear after a few seconds/turns once the player steps on them. Blocks that push the player or portals that teleport them.
Also the player attacking enemies or casting spells, creating and destroying blocks. Opening chests, talking to NPC's, picking up keys, potions and items.
Things that make you feel as though you're affecting the world you are in, instead of just watching it.