Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.

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Moving Dungeon Room

by szahn - Jam Entry

I admit that I didn't have the entire time to complete what I had in mind. The "One Room" constraint inspired me to create a web-based WebGL tile-mapped version similair to the concept of Dishonored 2 Jindosh's mansion where the flick of a switch swaps out parts of a room for another. One can carry this idea to a very fun, puzzle like game where you have to get to the end of a room by invoking triggers and changing the structure of the room itself. Obviously, I didn't have the time to fully code this gargantuan task all by myself in under 48 hours. I think I finished this in a day. This is also an additional attempt to continue to explore web-based 3d games written in Javascript.

Did not have time to optimize the code. Therefore, this plays best on Google Chrome.

Downloads and Links


Ratings

#1563Coolness20%

Comments

tartlegames says ...
Dec 13, 2016 @ 12:00am

Has a good atmosphere to it with the small light radius. Good work.

LozzaDawg says ...
Dec 13, 2016 @ 10:55am

A really cool concept, and the message from that gem was funny. If you added control to walls like Jindosh's Mansion, it could be an even better game, (I'm imaging something like the room where you rescue Anton Sokolov, but bigger)

cushycode says ...
Dec 13, 2016 @ 1:20pm

A good idea and a pretty well implemented game.
Btw, it was a bit to dark for me.

zenmumbler says ...
Dec 15, 2016 @ 10:40pm

I won! Good to see others interested in working directly with WebGL. Indeed, this game is not the most fascinating, but it was fine and it has an ending. For 1 day, not too shabby. Maybe increase the torch radius by a teensy bit, though :)

graebor says ...
Jan 2, 2017 @ 7:13pm

Found it pretty frustrating to play, since there's not really any warning about when walls are going to move or where the danger spots are. Dust effects or cracking as a precursor to walls moving would help a lot I think, and it would be very nice to have a quick retry button instead of having to hit F5 and click to play again.

Siridakis says ...
Jan 3, 2017 @ 1:30am

Haha, that was fast. The gem was funny and the lighting is very good. I think the player should have less antialiasing (maybe I'm talking bulls**t here, but that's my impression"

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