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    Ludum Dare 23

    April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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    The Mansion - householdutensils - 48 Hour Compo Entry

    Can you solve the mystery of The Mansion?

    Requires: Java JRE :)

    View householdutensils's journal. | View all entries by householdutensils




    blob says ...
    Apr 23, 2012 @ 8:12pm

    Is there a specific key to hit to quit talking to someone ? Instead I just killed everybody.

    Mach60KAS says ...
    Apr 23, 2012 @ 8:31pm

    I quite enjoyed this, though I was left unsure at the ending scene.

    Apr 23, 2012 @ 10:53pm

    @Blob q cancels dialog, and also quits the game. It's a little unwieldy and I totally meant to change it but ran out of time :( :P

    @Mach60KAS I appreciate the feedback ^__^ I did have a more elaborate ending planned, but time conspired against me :(

    Hazematman says ...
    Apr 24, 2012 @ 1:28am

    I have to say I found this game very interesting, but I was a little unsure about the end, you should have spoiler for the mystery somewhere :P It make me think of "And Then There Were None"
    Oh and I think that the secluded mansion on the small island in the depths of space fit the theme really well!

    schizofunky says ...
    Apr 24, 2012 @ 12:24pm

    I like the mechanics and i think you've done a good job, not sure if there was a way to recheck the controls once you have started, but i kept forgetting them and having to restart :(

    netmute says ...
    Apr 24, 2012 @ 12:28pm

    Nice little roguelike.
    I had no idea what to do. So I slaughtered everybody, got down the stairs and the red C told me I solved some kind of mystery ;)
    Was fun, thought.

    daandruff says ...
    Apr 25, 2012 @ 7:54am

    Nice roguelike. Not a lot of mechanics, but nice nonetheless. Would have loved some more details to the rooms.

    LFleck says ...
    Apr 25, 2012 @ 11:53am

    This made me feel nostalgic, great game.

    spiral says ...
    Apr 27, 2012 @ 9:58am

    Was kinda lost and took a while to figure out what I was doing. I didnt memorize all the controls and had to restart to get another look... but still couldn't find the fire button on my macbook :'(

    Apr 29, 2012 @ 8:52am

    I liked the "character portraits" made of huge @ symbols :)

    Datamosh says ...
    May 3, 2012 @ 6:46am

    haha, I think I just killed everybody. Fun game, but the visuals confuse me a little.

    robcozzens says ...
    May 5, 2012 @ 6:16am

    I couldn't seem to do anything but kill people... and no one seemed to notice.

    Shigor says ...
    May 6, 2012 @ 12:45am

    I have no idea what the end meant. gameplaywise... a bit boring, I almost rage quitted while trying to find how to quit the dialogue. (not being able to check controls again without quitting and running again is really unfriendly).

    If I get it right, I have to unblock the stairs and kill a spy. Not much of a puzzle, if there's some stronger meaning, I'm not seeing it.

    schnerble says ...
    May 6, 2012 @ 11:04am

    Interesting, unique idea; I haven't seen anything similar in LD yet. I like roguelike styles in general, and I'm sure it would've been fun to write :) My suggestions would be to make it a bit clearer at the start what players are trying to do; add some more descriptions of what the keys do (including what the options are - e.g. where 'look' will do something different); plus maybe a bit more variety in the talking and such. Still good work to fit the whole thing into 48 hours, though.

    Will Edwards says ...
    May 11, 2012 @ 7:18am

    Nostalgic at one level, but the actual layout had a horridly school cafeteria -like layout to me, which wasn't such a nice thing.

    A key to bring up the help would have been useful.

    * you can out into the garden from the right-side of the very first room, and then you can go off the side of the map and crash it
    * I seem to have killed quite a few people called Rex - are the names deliberately reused?
    * it seems that if you repeat an action already on-screen its not shown again; this is a pain with things that ought to be shown again, e.g. that a *different* door opens or whatever

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