Explore a mysterious and exciting dungeon filled with exciting mysteries without ever leaving the same room!
Why would you change rooms when clearly this one has all the danger and excitement and danger that one could possibly need?!
Come to the One Room Dungeon and live the rest of your newly mysterious-and-exciting life there!!!
One Room Dungeon is my entry to Ludum Dare #37, of which the theme was 'One Room'!
It's definitely my most ambitious LD entry so far and I'm very happy with it too! Sadly I had to rush the audio a bit towards the end because time was going faster somehow.
Feedback is most welcome, especially on the Ludum Dare page!
Edit: If you are interested, I wrote a post-mortem about this game and the making of this game!
Thank you to everyone who played the game and thank you again if you leaved some feedback! :)
This is great! What I'm most impressed by is how solid the presentation is despite the 48h time limit, like the really clever and subtle tutorial that teaches you all you need to know in less than 10 seconds.
Got to 2-something, going to go back to it later to see if I can reach some sort of final level or something.
Edit: I think I "beat" the game, made it to loop 9 (and managed to accidentally hit X before I could take a screencap). Really fun.
One Room Dungeon has been updated!!!
Thank you to everyone who leaved comments here and on the Ludum Dare page! Those who left actual feedback in particular because they helped making this update better!
The new version...
- has a much better title-screen
- is better balanced
- has a whole new boss level
- a better progression system + score
- has more sfx
- has a whole bunch of music
- brings a lot of small tweaks to make your experience much better in a lot of ways
Thanks again everyone! Do tell me what you think of the update! Feedback is welcome and so are your scores!
Played the post-jam update a bit and while there are many good and useful changes, I do think you're going about the "post-game" progression system a bit wrong. By giving the player more HP on each successive loop you are making the game easier the longer you play, which bit-by-bit takes away any challenge that is left until the game becomes a question of "how long can I play before I get bored and quit?".
The way I play the game is that I know that I can afford two free hits as long as there is a health tile nearby, so rushing headfirst into large groups of enemies to step on a cluster of well-guarded tiles is usually a strategy that works. The more health I have, the more careless I can be, so you can see why the game becomes trivial to me with enough health.
Instead, I'd suggest making the game harder on successive loops instead to really force players to act skillfully. You could be doing things like taking away 1 point of health on every loop, or only making the health-restoring tiles spawn on every second (and every third, and every fourth and so on) floor, which would require players to stop being careless and start actually avoiding the enemies.
Other comments I have is that I really like the new enemy spawning mechanics that give you a fraction of a second to think instead of taking instant damage on floor shifts, and I also think the improved music suit the game well. There's still a bit of lag when multiple enemies are present on the same floor (especially chain chomps and the bomber imps) but it's easy to deal with.
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