Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

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Rogue Like Keeper

by paquinn - Jam Entry

Expand your dungeon to elude the pesky Adventures keen on stealing your precious amulet of life.

INSTRUCTIONS

Interface
The column in the center represents your five dungeons. Each has a gate represented by the red health bar at the bottom. When this is gone an adventurer can move to the next lower dungeon. Above the dungeon is the room map. Around the rooms are either red or gold circles with which you can buy rooms. A room with ^ is the entrance and V is the exit. When a room is purchased it has a cool-down depending on its price before it becomes a normal room. This can be seen on the right when the level is selected as well as other information on that dungeon level. The left shows the amount of monsters currently on that level.

Game Start
When you click "New Hero" a hero will enter the first dungeon. This will also spawn new monsters for the hero to attack. As he fights he will get kills which increase the level of his weapons as well as earning gold and increasing the fame of your dungeon.

Hero Death
When a hero dies you may choose one item from among his possessions. Heroes can use three pieces of armor and two weapons. Those items left behind can be picked up by later heroes. The parentheses after the name indicate how many heroes have used the item. For armor and weapons there respective battles and kills score add to their overall increase seen between the square brackets.

Strategy (possible spoilers)
As the number of rooms increases higher level monsters will be able to spawn. The more kills an item has the more power it has so sometimes it can be worth forgoing the valuable coins to get rid of a particularly nasty weapon, remember the next hero can pick the coins up as well. When a hero destroys a gate they get a large increase to their items power so target these early. Heroes will always walk to the left and right before up and down so building accordingly can increase the number of rooms they go through. Finally if you do plan on restarting, the extra gold can help you keep heroes at bay longer in the first dungeon or create a stronghold in the last. Good luck and post any other strategies you find. I'd be glad to here how many adventurers you were able to kill as well.

SOURCE CODE
I have commented almost nothing but most stuff has fairly descriptive names, message me if you have any questions. If you are using eclipse make sure to set the "res" folder to a Source Folder for the sprite sheet.


Downloads and Links


Ratings

Coolness68%
#162Innovation(Jam)3.53
#250Overall(Jam)3.55
#428Fun(Jam)3.19
#537Theme(Jam)3.44
#599Mood(Jam)3.00
#646Graphics(Jam)3.11
#744Humor(Jam)2.35

Comments

Aevek says ...
Aug 30, 2015 @ 8:11am

Once I figured out (I think?) how to play I had a fair bit of fun. Some kind of vague idea as to what I was supposed to be doing (even just some text on this page) would have gone a long way to getting me hooked on your game. But great work, ended up having more fun than I expected after being presented with the confusing interface.

AzureAspect says ...
Aug 31, 2015 @ 10:45pm

I was also somewhat confused what I was doing. gold seemed to be best option to pick from the items every time before I realized that the hero should be getting farther into the dungeon.
Good concept, would like to have some guide on what to do however.

superfreak says ...
Sep 1, 2015 @ 12:25am

Suprisingly complex game which (once I had waded my way through figuring out what I should be doing) was quite fun. Some tutorialisation or indication on how to get going would be excellent, but even so, solid entry.

Sep 1, 2015 @ 1:22am

It was surprisingly difficult for me to lose the game. I feel like if there were more aspects of a tower defense, like the heroes will come automatically and you have to outbuild them, it would help with the difficulty.

Sep 1, 2015 @ 2:59am

- game started up and ran well
- art style looks great, i love how its all nicely arranged to fit one screen
- im not really sure what im doing, which rooms i should buy, or what to take from heros is better
- there is not much feedback after each hero if things are going well or not. after 10 minutes and killing 40 heroes i can't tell how well im doing. I'm still on the first dungeon so i guess thats good?
- maybe new heros should automatically keep spawning, and some times multiples at once.
- its hard to follow what is going on, needs some better icons, and seeing the health and stuff for each monster is like an overload of information
- the game seems a bit too complicated in general, which i appreciate is difficult to craft but needs to be simplifed so players can understand the space of what is happening

aucguy says ...
Sep 1, 2015 @ 3:03am

Played for an hour. Worth it. my progress -->http://imgur.com/Os3qs34

Sep 1, 2015 @ 7:15am

Very cool little clone of dungeon keeper, although i'd like to see more room options :).

Patomkin says ...
Sep 1, 2015 @ 8:13am

It seems that I had very little to do with the dungeon itself and choosing the item to steal had little to no impact on the adventurers. Other than that, a very good idea and great execution ;)
Some sore of current hero description would be awesome - random name, health, items, etc.

ChaosCult says ...
Sep 1, 2015 @ 8:53am

Nice riff on Dungeon Keeper theme. I would really like to see this game expanded into full version, with more dungeon graphics, hero actions description ('Alric the Brave dons the Unidentified Mail [Cursed Mail of Teleportation]), different heroes/classes, new options, like placing cursed items/potions etc. Right now, though, the game is a bit boring, as you watch hero after hero fail for a long time without any details. Also, why do the player get so much money in the beginning? For a long time, I felt no need to pick coins from heroes at all!

Still, one of the better games in this jam, great work!

blubberquark says ...
Sep 1, 2015 @ 12:02pm

Is there any point to dungeon tiles taking time to build? Except to test the player's patience?
Otherwise I enjoyed it a lot.

Pantoufle says ...
Sep 1, 2015 @ 12:37pm

I really liked it! I think it's original, well made and fun to play. I was just disappointed by the lack of music and sound effects.
And sometimes the movements of the hero were glitching, like jumping to a floor or in the middle of a corridor. I had trouble figuring out how to make him go through more rooms. And I realised too late that the nice labyrinth I made for the last room just had its exit next to its entrance :-(
But despite all that, I had a great time. In fact, I'll go play again right now. :-)
Great, great job! Thank you!

WizzardMaker says ...
Sep 1, 2015 @ 2:55pm

Nice game, I would love to have a feature to place a monster that would add more to the tactic, but all in all its a great game!

Togimaro says ...
Sep 2, 2015 @ 9:09pm

Good, but the lacks of real goal makes the game a little sad. The heroes follow each other without real progress in the gameplay or in the difficulty, a real pathfinding would have been better.
But overall it's a good concept, great job!

puppetmaster says ...
Sep 2, 2015 @ 9:15pm

Cool mix of dwarf fortress, dungeon keeper and tower defence. Missing the sound for a better mood voting :(

UrbanHelsing says ...
Sep 5, 2015 @ 9:15am

Very Fun! Would like to know more how the damage/HP is caluclated to understand what item to take. Would also like to know how the entrance and exits are placed, seemed to jump around alot.
Often the hero could walk through walls and sometimes jump back to previous dungeons, bug?
To be able to see the heroes stats during his run would make the waiting more fun.

thedashdude says ...
Sep 5, 2015 @ 11:32pm

Not sure why, but I got totally sucked into this. Oops. Good job!

Mach60KAS says ...
Sep 7, 2015 @ 2:53pm

Time consuming and a little confusing, but I think it's a really good idea. Your sprite work (the town and item graphic work in particular) is top notch, all the game really needs is some audio and a bit of a better explanation. :)

Great work!

ComicSans says ...
Sep 14, 2015 @ 10:11pm

Wow, a fantastic game. I love the minimalist UI. I wish I had more strategies I could employ (including moving the entrance and exits), but it was a lot of fun. Would love to be able to click on rooms to see what equipment and monsters were there.

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