Description:
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You're a dragon minding your own business when nasty heroes enter your dungeon to steal your treasure!
Protect your hard earned gold with fiery breath, devious traps and summoned goblin hordes in 6 levels of fun!
Share your highscore to let the world know that you're the dragon with the biggest treasure far and wide!
Controls:
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WASD: moving around
E:build/buy traps
Mouse1: attack
Enter: start game
Alternative Controls:
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Arrow Keys: moving around
NumPad_0: build/buy traps
Mouse1: attack
Enter: start game
Downloads and Links
Ratings
![]() | Coolness | 58% |
#88 | Graphics | 4.05 |
#90 | Fun | 3.74 |
#94 | Theme | 4.02 |
#104 | Overall | 3.75 |
#179 | Audio | 3.36 |
#232 | Mood | 3.34 |
#296 | Innovation | 3.27 |
#388 | Humor | 2.89 |
Comments
Fantastic game!
Lots of polish.
The difficulty curve seemed to ramp up quite quickly, but I was able to complete all the levels :)
A brilliant Ludum Dare entry, I believe you may actually get into the top 100!
Really like it! enemys could give some more "feedback" when hit so you know something happening! :)
One of the most cutest monsters LD33.
Game is funny and has a nice difficulty.
10/10 would spit fire again
Fun clever game which explained the reason why dragons need all that gold, traps and help are costly. Was quite difficult at first play but once I realised I could run ahead and buy lots of traps it really helped. Nice entry.
Very nice! I love this game even if I find it a little bit too difficult because I died often.
Great game overall. But after the first round it lost a lot of fun on my side. Even though the Dungeons are different it felt way to easy to get through the 2 minute mark because you could just upgrade everything and spam your fire attack.
Soundtrack, graphics and idea were pretty neat though. Good job!
Really nice idea and mechanics ! The graphics and music are nicely done. Here are some ideas :
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Really nice idea and mechanics ! The graphics and music are nicely done. Here are some ideas :
- Add a life bar and more feedback when you get hit. You could also lose coins when you get KO'd.
- Start with less coins on first levels
- Traps could be more effective but last for a limited time only, so you'd have to reactivate them like the portals
I really like this game. I thought the concept was really solid.
I liked the look and the feel. Good music as well. Well done.
This is great!
Really like the graphics and music.
It could use a healthbar and the levels feels a bit too long though. Other than that, awesome.
Charming pixel art style and lots of screenshake (which is always good :D). Would have been nice to get a little more feedback when damaging enemies. Interesting idea with the gold triggering traps. Overall really nice.
This is very well done!
I like those shaking screen and the art so much :D
Neat game. I love the look and feel. Difficulty curve is a bit rough but fun game.
A competent entry. There aren't enough hero driven tower defense games in the world.
Unfortunately the gameplay balance is a bit off here:
- The most effective trap is the spike trap. It always hits and does good damage. The problem? It is the cheapest as well.
- When the enemies get to the money pile they just stand there waiting to be killed. As such they aren't much of a threat even if they get to the end.
- Keeping the enemies back is way too easy. Fireballs can be spammed infinitely and dying is only a temporary stun. This is especially true when the money pile is in the end of a corridor. Just stand on it and spam away.
Suggestions:
- Enemies shouldn't drop money if they haven't stolen any. This way using traps would require more though as the money you start with doubles as your health.
- Enemies should run away once they have stolen some money.
- Enemies should be able to walk past traps they know of. So when the first knight dies on the spike trap the rest don't just mindlessly do the same.
- Less potent fire attack. Maybe with a cooldown period.
- A short period of time where the player can prepare traps and look at the map. It is kind of ridiculous that the dragon hasn't set up any defenses beforehand.
- More minions like the goblins. They are great.
all around good game. Liked the sprites, the levels feel nice. The bobs are annoying. Funz. I like the timeout on hit. i didn't like the random fireball shooting. I liked all the traps. Cool stuff. good work.
That game was beautiful. Died a bunch until I realized how strong traps are, then it became a game of "turn on every trap all the time and just collect the loot". Fun game, really well polished.
sweet graphics, good animations, and good gameplay, just became hard in the 3rd dungeon because of the number of the assailants ! but well done !
Wow, amazing idea ! :D Controls are smooth, graphics looks cool (maybe too small :/ )
I LOVE THIS ONE! GREAT GAME!
The art is extremely beautiful! I love goblinz :D
The most fun I've had with an entry so far, the shooting was satisfying.
Well that got difficult quite quickly, haha.
I felt like the traps were a little too set-it-and-forget-it. I basically just bought them all as fast as possible and then ran around shooting. At that point they might as well have been automatically set up for me. Maybe if they required a different "currency" that you unlock by killing guys, or they disable after a while, it would make it more interesting.
Still, fun concept and gameplay. Great job.
A cool little game! I especially love the graphical style.
Awesome work. Lots of nice graphics. Interesting idea :) The only challenge really was to set all the traps and renew the pentagrams, maybe other traps should expire as well? But very well done!
I love me some autotracker music :D I really had fun playing and you have a great art style.
Fun game, very cute art and cool music! Congrats! :)
The only thing missing is a transition between levels but otherwise it's pretty polished, good job.
Great game! Buy and place traps and defend against 'heroes'!
Overall very polished! Picked!
I like the take on the theme. It is a nice cute spin on the dungeon crawler genre. The graphics music and sounds were simple and worked well. The controls were fluid and the mechanics were solid. It was fun to play. My main issue is: the ranged enemies' arrows were hard to see due to how small they were and how similar they were in color to the floor tiles. Other than that, a solid fun entry (if not a little on the easy side).
Very fantastic game. I killed 40 minutes playing this game. I liked everything. Well done. =)
Wonderful game idea, would love to see this fleshed out and balanced more!
Wow impressive work for a compo! (even for a jam actually...) Pixel art is neat, audio is okay (fireball get repetitive tho), and gameplay is quite handy, even tho "E" to build is not really the most logic choice, Space would have been more easy to use I think. The fact that there are many levels is impressive as well, it seems that you managed really well your development time.
On the bad side, despite the fact that the game is cool on all aspects took one by one, I miss an overall actual gameplay challenge. I just buy all traps (because I have all the money needed from the beginning of each level), I spawn most goblins I can, and then I shoot and wait... At the end of the day, I had enough at the 3rd level, cause no real fun was emerging of my experience, even if I loved the controls, the arts, the mood, etc. ^^ Just saying, in case it might be an useful feedback.
Anyway, again, super impressive entry regarding work achieved (+1 because I love being a dragon :p)
I loved reading all your comments - thanks for playing my game :D
A lot of great suggestions here - as well as so many compliments, I'm really happy
I might to a post-compo version next week or so with the following changes:
-tutorial level and better learning/difficulty curves
-couple of new traps (at least one new summon as well)
-couple of new heroes (trap immune invisible ones, fast riders and big guy with much hp)
-more archer arrows contrast (by using an effect trail)
-less starting gold overall (can't buy lots of traps at the beginning)
-hero exit (heroes take some gold and try to flee)
-more levels
-better level transitions
-enemies come in waves with short (skipable) pauses in between
-better music and sound effects (I didn't have much time during compo)
-easier controls (especially buying traps)
-stun bar (fills when getting hit, decreases over time - stun when full)
-overheat bar (fills when attacking, decreases over time - can't attack when full)
-powerful active ability that costs gold (on cooldown)
-dragon selection (each dragon uses different attack / active ability)
-bosses, that are very strong and have an aura that buffs nearby heroes
-maybe some sort of story intro (super rudimentary)
-more polishing overall (actual animations for example)
Very nice game. Found it quite easy with the fireball spamming and traps, but it was fun.
Lots of fun! It's a little unfair that heroes get to instantly enter when a level starts. Let me lay my traps to kill you first! haha. The graphics look great. Good job with this. :)
Looks and soudns great. Nice gameplay idea, a little like running around inside a tower defence.
Really nice game! But levels are too long, I think. And why do you start with 1k gold? No point in collecting gold from the enemies...
AAaaaajaaaaw, soooo frustrating, dey take mi treasure!
Great gfx, good music, love the concept and implementation, well done!
Really great art, music is great but sound is a teeny bit annoying! Really like the concept and it's pretty fun, but the enemies took too many hits to kill I thought, especially with the way you don't have great control over where you shoot.
Definitely a great entry though, very well put together and awesome concept too.
Cute graphics, funny that I got to this from you asking for an artist to come onboard...
The game is really flat. I basically just backed up until just before the treasure and fired fireballs in a straight line that seemed to cross the paths of adventurers the most.
Aiming is almost pointless because everything moves so fast.
Zero feedback on your getting hit or enemies getting hit means I don't know when/if I'm going to die or when/if the enemy is going to die.
When they die they drop money. But when they reach your lair they... teleport money out?
I feel like maybe I'm missing something. This has great presentation but it doesn't make me feel like I'm in control of the outcome.
OK, an update, as I realised now you can build traps. But that just means I start the level by running around hitting E... And that's it. Where's the choice :/
Really nice cute graphics. Kinda wish there was a better indication when hitting them but other than that it was pretty great!
Good effort here man! I wouldn't mind seeing a bit better enemy logic, but graphics are great man.
Once I figured out those small holes on the wall were arrows then it got a lot easier. I had a lot of fun with this and the art style is really nice too!
Cute graphics, fun game. I included it in part 13 of my Ludum Dare 33 Compilation video series, if you would like to take a look :) https://youtu.be/1VzFVc1MuWc
A fun little survival-style entry. I definitely can see potential for this to become a full title. :)
I'm gonna say that this is probably the funnest LD33 game I've played apart, perhaps, from deepnight's. Terrific concept really well executed. Awesome!
Great game! I just wish the dragon's health was visible somewhere (and maybe a knockout timer)
Great game! Fun and entertaining. Good work creating content, there were more stages than I expected. It's like a tower defense but having the player being important in battle as well :D
Although it repeats mechanics after a while, considering the 48h time it's excellent as it is. Maybe some new monsters or traps and it might turn into a full game.
Really liked the gamefeel on this game: lovely screenshake and particle effects!
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Pretty neat! I like it