well made, gj
Dungeon Swap-R
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Find your way out, exit the dungeon!
The game is in two phases: SWAP & CRAWL
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SWAP phase
Swap rooms to shape your way out of the Dungeon.
Exit is marked with this symbol :
Then, press SPACE to go to the CRAWL phase:
CRAWL phase
Move from room to room of the dungeon towards the exit.
Oh, and don't worry, if you miss-placed the rooms you can retry by pushing 'R'. This will basically kill you and let you go back to SWAP phase.
Use the mouse wheel to zoom in & out and have a better look at the dungeon while in CRAWL phase.
Rely on powerful items to use against foes and balance the fragility of your small armored hero!
Shield
the shield pushes enemies on the next room (1 room move).
Graplin
The graplin pulls enemies on the room before the one you come from (2 rooms move).
And more to discover
Not to spoil but you'll discover some other interesting content that is not mentioned here... :)
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Level Editor
Since 1.2.0 you can build & share your very own levels and exploit the mechanics I developed. Can't wait to see what you gonna build here!!
You can also play levels made by others and accessible online. There is a simple sign-in/up system to access them (with anonymous login too :D).
Levels can be up to 7 x 7 wide soooo experiment, try new things.
A level can be of any size but needs to have at least an exit room.
You can keep the SPACE bar pressed to move the camera when in creation mode.
When creating the level, you basically create the solution as the game shuffles it randomly whenever you (or someone else) gives it a try.
Click (left) on empty room to make one pop, click again to change the features of the room. Right click if you want to delete a room.
By default, the level is considered as not published, you can publish it by clicking on it, which will force you to solve it in order for the game to consider it as playable (and publish it).. yeah I'm that lazy...
Whenever you edit a level you already published, it goes in unpublished state again just to ensure it can still be solved before going in published state again.
Community levels
It gathers the levels of the community (tagged as published), you won't be able to see your own in that list.
Just click a level in the list in order to try it :D
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Hope you'll like this small game, that was done in few weeks just for fun <3
I still don't realize it took that much time for such a small game x)
Enjoy! Cheers!
Builds (Linux, MacOSX, Windows) available here : https://pixelized-studio.itch.io/dungeon-swap-r
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Credits
As I did not add a Credits section to the game, I'd like to thank the authors of the following ~tools I used to build the game! Thank's a lot to all of you!
Also thank you for making possible building games on Linux!!!!!
Godot Engine:
Base template for the game that I also tweaked kinda bit :
https://github.com/nezvers/Godot-GameTemplate
Effects I learned & used + state machine components come from courses from which I learned a lot (I'm a dev' but not a game dev' after all :D ) :
Audio effects made with my mic & tweaked using Audacity
Resources drawn by hand using Krita & GDQuest's Krita brushes (I know I'm such a fanboy):
well made, gj
This is genuinely a good game. My only complaint is that the tutorials are kinda hard to see. Maybe add a black screen on the tutorial, and pressing the space will bring you to the room-switch screen.
Thank's a lot for the review! :)
This is a great idea, I took think the tutorial is not very good at the moment :) I'll have a look to add that in a future release!
I don't know if that's what you meant but you can press 'R' anytime in order to go back to the SWAP phase (it also keeps the swaps you've already made but resets the position of the player).
Otherwise not being able to go back to SWAP phase again after moving is intended, I won't spoil but you might see an item in some advanced levels that you might find interesting though ;)
Cheers
Great game, though the main campaign is a bit small.
This is a very cool idea! Very satisfying to pull off enemy kills and combinations, and the mechanics were very unique and were used well. The difficulty increased very nicely as the game went along, and it has a very charming art style with simple but interesting gameplay. I also enjoyed the boss fight at the end that managed to bring out the action part of the game a lot more while still keeping the puzzle elements. I also haven't tried the community levels/level editor, but you automatically get high praise just for including that.
Some criticism: I found that some of the solutions of the earlier levels could kind of be figured out by looking at the way they connected instead of the actual contents of the tiles. The tutorials were a bit vague and also hard to make out for me because they were drawn over the map. Also it says you can zoom in using scroll wheel in the crawl phase, but I feel like it was needed more in the swap phase, since I found the camera to be a lot more zoomed out there.
Overall very cool game, it would be awesome to see it continued in the future!
Hey!
Thank's a lot for the review, I'm super happy to have so many details here!
I must say your advice is great on those subject, I was not sure about the open paths making the levels too simple, maybe I was just afraid some levels would be too hard by giving to much possibilities (or afraid a player might find another easier solution x) ).
I'll definitely look out the issue regarding the poor tutorial I made & the zooming issue in a future release!
Cheers!
cool stuff