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TIGSource ForumsFeedbackDevLogs5 Minute Dungeon - 2D Metroidvania [Alpha demo available]
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Author Topic: 5 Minute Dungeon - 2D Metroidvania [Alpha demo available]  (Read 10603 times)
Derqs
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« on: May 07, 2014, 03:26:04 pm »

Hi, this is my new project: A platformer with loot, customization and bossbattles.

Gameplay:
You start out in a Town hub, here you can buy new weapons and armor.
What you equip here will be you starting weapon and helmet.
When you enter the dungeon you get thrown into a random dungeon room, each time you leave a dungeon room you get thrown into a random other room.
So each dungeon run will be unique.
Sometimes you will be sent into a treasure room, here you can pay to open a chest for a chance for a nice blessing.
These will give you more power/more health/ xx% for more gold etc..
After a few rooms you will be sent in to a boss room, kill the boss for a unique blessing based on the killed boss and a pile of gold.
I aim to make the game endless, but design the game to kill you.
So try to make it as far as you can.


ALPHA DEMO
http://www.indiedb.com/games/5-minute-dungeon/downloads/5-minute-dungeon-alpha-100

Latest screens:


« Last Edit: March 05, 2015, 11:43:24 am by Derqs » Logged

BomberTREE
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« Reply #1 on: May 07, 2014, 05:53:11 pm »

The gameplay design reminds me of something you'd see in a quick paced mmorpg like DragonNest. Very fun stuff  Smiley

Are you planning on having a hub spot with shops to spend the money (with maybe characters that tell you how cool you are), or a menu?
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Derqs
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« Reply #2 on: May 08, 2014, 07:09:14 am »

This won't be as quick paced as DragonNest I'm afraid, but I'll try to make up for that in exploration and difficulty. I'm also not quite sure if I'll go for a little town with shops and such or just a menu with a shop button.
Here's some new stuff:
   

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Moneyhorse
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« Reply #3 on: May 08, 2014, 08:54:42 am »

looking cool! I know it is early days, but I don't think you should have the sides of platforms you walk through look the same as the solid surface if that makes sense. The player might get confused about where they can and can't go.
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Thomas Finch
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« Reply #4 on: May 08, 2014, 10:26:48 am »

This game looks really neat. Love the character sprite. I'm sure it's early on, but I thought it was hilarious how blase he looked while swinging his sword. Also, the eye looks awesome.
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Derqs
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« Reply #5 on: May 09, 2014, 02:52:14 pm »

@Moneyhorse Thanks! yeah it makes sense, I only used the same tiles, because I haven't got anything better yet tho.

@Thomas Finch Haha thanks!, yeah he looks a bit dull atm, however I don't think only changing his facial expression fixes it, so I'll have to make his body move a bit more.


 When you open a chest, you get random treasure


    Looked at spelunky for this, because I'm really bad at animating, so this is a kind of cheap way to destroy stuff.


Here are some helmet designs I made.


This is my tileset sofar, It's mostly based on an old frogatto tileset. Not yet satisfied with the colours in this one. So feel free to edit if you want.



« Last Edit: May 09, 2014, 03:00:50 pm by Derqs » Logged

Ticebilla
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« Reply #6 on: May 09, 2014, 08:45:50 pm »

This looks promising.
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The_Otherworld_Agency
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« Reply #7 on: May 11, 2014, 08:52:57 am »

This looks like it'll be awesome! PM'd Smiley
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~The Otherworld Agency~
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JasonPickering
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« Reply #8 on: May 12, 2014, 11:10:01 am »

Quick suggestion. Add a trailing arc to the sword slash anim. It will make it look like more of an arc instead of the snap to down like it currently has.
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BomberTREE
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« Reply #9 on: May 12, 2014, 07:28:10 pm »

Remember to bust out that gameplay and get something amazing going, make it fun. I suggest working on the art when you're in the mood for it Smiley

Lol I notice that the only thing people have talked to you about is your art. There's other things that need attention in games besides the looks!
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JasonPickering
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« Reply #10 on: May 13, 2014, 01:31:18 am »

I'm an animator, it's always the first thing I notice.  Tongue
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Derqs
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« Reply #11 on: May 16, 2014, 05:39:38 pm »

Thanks for the feedback guys
Here's the trailing arc:


Didn't had much time + motivation this week so I don't really have anything spectaculair to show.
But how does this background look?
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BomberTREE
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« Reply #12 on: May 16, 2014, 08:01:00 pm »

@JasonPickering
Haha understandable, he also usually posts his stuff in the art threads so Tongue

I like the background, how would it look if it was simpler and didn't have the lighter highlights and top and the lower shadows?
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Derqs
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« Reply #13 on: May 18, 2014, 04:21:23 am »

Thanks!
I will look like this:


I also think the outlines on the objects and creatures should be a bit darker, because they are blending in with the background a little bit.
And I've been looking a lot at this lately for inspiration http://vgmaps.com/Atlas/NES/BlasterMaster-Area2.png

Right now I'm working a list of things that have to be done.
I haven't actually implemented stuff since the treasures, because I just don't know where to start. So this should help a bit.

I'm also going to change the behavior for the skullworms from following the player to just patrolling.
And I changed the shooting behavior of the eye to shooting burst of 3 fireballs every 2 seconds.

I do want to have at least 1 more enemy for this stage, one that is a bit harder to kill.
A spider-like or bat-like creature is what I've been thinking about.
If someone has a better suggestion, please tell me, because I'm lacking inspiration.

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Superb Joe
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« Reply #14 on: May 18, 2014, 08:34:48 am »

if you want to be a good game maker, you had better play Wonder Boy 3: The Dragon;s Trap. and the gg shinobi games. peace.
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The_Otherworld_Agency
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« Reply #15 on: May 19, 2014, 08:07:17 pm »

This looks like it's coming along well, man!  Hand Thumbs Up Right
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karlozalb
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« Reply #16 on: May 20, 2014, 01:18:33 am »

Nice overall design Smiley and that pixelart is amazing
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Derqs
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« Reply #17 on: September 12, 2014, 10:09:27 am »

Kind of want to start working on this again, so I made a new enemy:
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Lycaon
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« Reply #18 on: September 12, 2014, 10:33:27 am »

I am really into this. I love short, hard games.
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stupidrat
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« Reply #19 on: September 12, 2014, 11:26:49 am »

I'm impressed, I love seeing such a simple concept from the beginning.  It is impressive how just having the barrel or the creature break and blood or shards fly really make it feel like something you should play.

The little things make the same thing seem like it has a reason to be played. 
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