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May 20, 2018, 09:48:55 am

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TIGSource ForumsCommunityDevLogsDungeon Squeaker, minesweeper as adventure. [demo inside]
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Author Topic: Dungeon Squeaker, minesweeper as adventure. [demo inside]  (Read 3949 times)
michelmohr
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« on: September 19, 2017, 11:53:02 am »



Imagine Minesweeper as an adventure game, in Dungeon Squeaker you play as a mouse who finds a magical compass which points to the nearest threat. Oh and the mines are cats.




Please play! I desperately need feedback!




Gameplay

The gameplay is very puzzle oriented.
• You can move adjacent & diagonal.
• Adjacent tiles become revealed.
• Your compass points to the nearest enemy.
• Step next to an enemy and they hurt you.
• Step on an enemy to defeat them.




Story

A mouse finds a magical compass which is bound to it by a touch.
The compass has a soul powering it, which wants revenge on the dark mage who bound it.
To achieve this, the compass grants the mouse increased intelligence and a more humanoid form.
It deceives the innocent mouse into 'returning' it to the wizard.


History

Dungeon Squeaker started in 2015 as DungeonThing, a 51x92px 16ish bit gameplay prototype while I was finishing my education.
After many redesigns, breaks because of internship and work, and now in between freelance jobs it has become something more.


Editor

The game includes the level editor I use to create the game content. In the final version the players will be able to create and share their own adventures. Currently you can view and edit the levels. This doesn't save in the build yet, so experiment away.




Platforms

My greatest hope is to release the game on the Nintendo Switch.
Failing that it will be released on Steam / itch.io / mobile (premium).

State
The game has a playable demo ready, which I'm showing to potential publishers / investors. I would love to work on this full time instead of after freelance work hours. But unfortunately I don't have the savings to afford that on my own.


Please play! I desperately need feedback!
Web demo link: http://www.michelmohr.me/DungeonSqueaker/demo/
Feedback link: https://docs.google.com/forms/d/e/1FAIpQLSfPCG9ugicUTWET3biNt8FtTy2ZL_N9Uz5FWl5r25hzkUURFA/viewform
Old devlog link: https://forums.tigsource.com/index.php?topic=48579.0

« Last Edit: March 26, 2018, 05:31:43 pm by michelmohr » Logged

michelmohr
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« Reply #1 on: September 20, 2017, 06:02:18 am »

Following player feedback I've given the compass an animation when it changes direction.
Hopefully this alerts players more to use the compass, and when it changes.
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michelmohr
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« Reply #2 on: September 28, 2017, 05:24:40 am »

Feedback said it wasn't clear when the player actually defeated an enemy when stepping diagonal. There's a strike effect, but that doesn't show what enemy it was.
So I added a 'kill feed' popup to show the enemy type, and to draw attention to the fact that you defeated an enemy.


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Juwdah
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« Reply #3 on: September 28, 2017, 05:45:14 am »

Feedback said it wasn't clear when the player actually defeated an enemy when stepping diagonal. There's a strike effect, but that doesn't show what enemy it was.
So I added a 'kill feed' popup to show the enemy type, and to draw attention to the fact that you defeated an enemy.




Looking gucci!
I would even go as far as adding a single black frame over the whole game, or a black frame with a cut through it. Very fast, just momentarily, but it would definitely get the point across. For reference: animated series like Samurai jack
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Xonatron
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« Reply #4 on: September 28, 2017, 08:18:09 am »

Ah, cool idea. Good aesthetic pixel art. Something odd about the diagonal movement. You are onto something I like though!
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
flex$
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« Reply #5 on: September 28, 2017, 08:55:10 am »

hey homie, gave the demo a shot and quite enjoyed it.

one thing i think will really improve player feedback is more of a freeze frame/moment of recognition before combat occurs. sometimes it can be easy to miss the fact that you just defeated an enemy, although the pop-ups and animation obviously help.

the aesthetic is wonderful here, and the editor is also nifty. keep going dude.
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michelmohr
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« Reply #6 on: September 28, 2017, 08:56:04 am »

@Juda: I tried out a screen wipe based on the pokemon screen wipe, what do you think of this?



@Xonatron: Much appreciated! Could you elaborate on what bothers you about the diagonal movement? Your feedback would be very helpful.

@flex$: Thank you very much! I will see if I can do something with a short timescale freeze.
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Xonatron
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« Reply #7 on: September 28, 2017, 10:28:53 am »

fusedotcore,

You are welcome! I'm not sure what bothers me about the diagonal movement. It looked weird at first. Perhaps because there was no space for the player to fit to get to the square. Do you know what I mean?

With up/down/left/right, the square is already opened and can be walked into, but with diagonals it is not as open. Please do not adjust your game based on this feedback. It's just something that stood out and I wanted to share it. I have not actually played the game to see how it feels! Smiley
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
Juwdah
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« Reply #8 on: September 28, 2017, 10:45:06 am »

@Juda: I tried out a screen wipe based on the pokemon screen wipe, what do you think of this?




Looks better already, you should definitely explore it further!
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michelmohr
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« Reply #9 on: September 28, 2017, 10:48:07 am »

@Xonatron: That's valuable feedback. And don't worry, I'm not going to fundamentally change my game because of a single feedback, but comments like yours do point out spots which need some clarification. I'm going to try to come up with a 'can move here' indicator on fogged tiles in movement range.
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Xonatron
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« Reply #10 on: September 28, 2017, 10:59:55 am »

fusedotcore,

Very good, thanks!
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
flex$
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« Reply #11 on: September 30, 2017, 12:48:46 am »

i like that screen wipe a lot, keep going in that direction, that's much more clear already.
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michelmohr
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« Reply #12 on: September 30, 2017, 01:47:19 pm »

I did some more iterations on the screen wipes are Juda recommended.
Three more shapes & gradients in the colour.


  
For anyone wondering how to do this. This is the graphic I use.


Code-wise, it's mostly based on the pokemon screen transition tutorial.
Using a component to pass a 0 to 1 value over a time period to a shader.
In the shader's frag I check if the wipe texture has an alpha, and it's red value is between the currently wanted value, if so show a given colour.


If anyone's interested I can explain further.
« Last Edit: October 01, 2017, 01:38:08 am by fusedotcore » Logged

flex$
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« Reply #13 on: September 30, 2017, 07:31:32 pm »

looks fantastic man
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lowinzloGame
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« Reply #14 on: September 30, 2017, 07:45:36 pm »

I like the sprites of the pigs and hogs
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michelmohr
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« Reply #15 on: October 01, 2017, 04:06:12 am »

The characters are by the amazingly talented Kacper Woźniak @ThKasparrr who is a freelance pixel artist.

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Melaniipon
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« Reply #16 on: October 01, 2017, 12:16:12 pm »

I really like this! I'll have to be on a different device, but I'll play the demo ASAP.
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michelmohr
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« Reply #17 on: October 03, 2017, 12:10:19 pm »

I really like this! I'll have to be on a different device, but I'll play the demo ASAP.
Please do! And please leave feedback! Smiley

I added a hand that puts items into the inventory today, back from the old version.

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Melaniipon
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« Reply #18 on: October 04, 2017, 05:48:01 pm »

I played and answered your survey!
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Jovu
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« Reply #19 on: October 05, 2017, 12:34:16 am »

I've seen more and more games that take classic, simple games like sudoku or solitaire and turn them into full fledged games. Smiley

I love the aesthetic of this. And I think minesweeper can actually work really well in a campaign mode. I despise minesweeper with every fiber of my being however. Grin That game always got the better of me.

I also think that putting in a level editor is an A+ idea. This type of game really needs something like that I feel. Also something like this will do really well on mobile me thinks. It will be most played, and get the most eyeballs there - is my approximation. Definitely more suited for a handheld device, so I wish you all the luck in your Switch endeavours. Coffee And for the platforms that are not handheld you still have the level editor. So I feel it's a good plan overall.

Toast Right

EDIT: I have no idea why TIG decided to format my post the way it did... oh TIG...
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