michelmohr









Level 1 [demo] Dungeon Squeaker, minesweeper with swords, mice & cats « on: June 13, 2015, 05:50:55 PM »



PLEASE GO HERE

















Imagine Minesweeper as an adventure game, in Dungeon Squeaker you play as a mouse who finds a magical compass which points to the nearest threat. Oh and the mines are cats.









Please play! I desperately need feedback!









Gameplay



The gameplay is very puzzle oriented.

• You can move adjacent & diagonal.

• Adjacent tiles become revealed.

• Your compass points to the nearest enemy.

• Step next to an enemy and they hurt you.

• Step on an enemy to defeat them.









Story



A mouse finds a magical compass which is bound to it by a touch.

The compass has a soul powering it, which wants revenge on the dark mage who bound it.

To achieve this, the compass grants the mouse increased intelligence and a more humanoid form.

It deceives the innocent mouse into 'returning' it to the wizard.





History



Dungeon Squeaker started in 2015 as DungeonThing, a 51x92px 16ish bit gameplay prototype while I was finishing my education.

After many redesigns, breaks because of internship and work, and now in between freelance jobs it has become something more.









Editor



The game includes the level editor I use to create the game content. In the final version the players will be able to create and share their own adventures. Currently you can view and edit the levels. This doesn't save in the build yet, so experiment away.









Platforms



My greatest hope is to release the game on the Nintendo Switch.

Failing that it will be released on Steam / itch.io / mobile (premium).



State

The game has a playable demo ready, which I'm showing to potential publishers / investors. I would love to work on this full time instead of after freelance work hours. But unfortunately I don't have the savings to afford that on my own.





Please play! I desperately need feedback!







[reposting the thread as a new one, as this one is dead]The gameplay is very puzzle oriented.• You can move adjacent & diagonal.• Adjacent tiles become revealed.• Your compass points to the nearest enemy.• Step next to an enemy and they hurt you.• Step on an enemy to defeat them.A mouse finds a magical compass which is bound to it by a touch.The compass has a soul powering it, which wants revenge on the dark mage who bound it.To achieve this, the compass grants the mouse increased intelligence and a more humanoid form.It deceives the innocent mouse into 'returning' it to the wizard.Dungeon Squeaker started in 2015 as DungeonThing, a 51x92px 16ish bit gameplay prototype while I was finishing my education.After many redesigns, breaks because of internship and work, and now in between freelance jobs it has become something more.The game includes the level editor I use to create the game content. In the final version the players will be able to create and share their own adventures. Currently you can view and edit the levels. This doesn't save in the build yet, so experiment away.My greatest hope is to release the game on the Nintendo Switch.Failing that it will be released on Steam / itch.io / mobile (premium).The game has a playable demo ready, which I'm showing to potential publishers / investors. I would love to work on this full time instead of after freelance work hours. But unfortunately I don't have the savings to afford that on my own. « Last Edit: October 24, 2017, 08:06:34 AM by fusedotcore » Logged http://www.michelmohr.me/ - @fusedotcore

Devlogs:

Google Play: Devlogs: DungeonSqueaker Google Play: Hexjack

michelmohr









Level 1 Re: DungeonThing, a minimal dungeon crawler. [android] « Reply #2 on: June 14, 2015, 03:01:20 PM »



Version 1.3

Added a bunch of little polish things.

A step between the main menu and the game for adventure selection.

Not yet implemented, but made room for the special items that the adventures award.

Tapping the play field was too high up, so moved things that don't need tapping up. (compass, shield, special slots)

Added a pause menu when you press the "?" that allows restart etc.



Only the intro adventure is available atm.

File updated in original post Version 1.3Added a bunch of little polish things.A step between the main menu and the game for adventure selection.Not yet implemented, but made room for the special items that the adventures award.Tapping the play field was too high up, so moved things that don't need tapping up. (compass, shield, special slots)Added a pause menu when you press the "?" that allows restart etc.Only the intro adventure is available atm.File updated in original post Logged http://www.michelmohr.me/ - @fusedotcore

Devlogs:

Google Play: Devlogs: DungeonSqueaker Google Play: Hexjack

michelmohr









Level 1 Re: DungeonThing, a minimal dungeon crawler. [android] « Reply #8 on: June 15, 2015, 02:07:17 PM »



More changes:

- Welton King emailed me with a bunch of really helpful things. The undiscovered tiles were too similar to enemies, they are now darker. And different adventures will have different fog texture.

- In the gif you could see me having a full inventory, using an item, stepping elsewhere and back to the item. Now the current tiles is checked for a pickup if an item is used.

- Added the base for animated tiles, in this case magma.

- Added a level transition screen and death screen.



Version 1.4 updated to the main post.



Thank you firstordergames and joaorequiao!More changes:- Welton King emailed me with a bunch of really helpful things. The undiscovered tiles were too similar to enemies, they are now darker. And different adventures will have different fog texture.- In the gif you could see me having a full inventory, using an item, stepping elsewhere and back to the item. Now the current tiles is checked for a pickup if an item is used.- Added the base for animated tiles, in this case magma.- Added a level transition screen and death screen.Version 1.4 updated to the main post. Logged http://www.michelmohr.me/ - @fusedotcore

Devlogs:

Google Play: Devlogs: DungeonSqueaker Google Play: Hexjack

michelmohr









Level 1 Re: DungeonThing, a minimal dungeon crawler. [android] Build inside. « Reply #9 on: June 17, 2015, 08:10:24 AM »

The levels now randomly flip horizontally / vertically to not always have the same layout -seemingly- yet still allowing me to make proper paths. And some tiles now have a not-visible graphic that still allows the player to know where they are.



I also added a webgl build link at the end of the post for easier testing.



http://michelmohr.me/testbuilds/DungeonThing/ I added magma, water, tiles that toggle damage like retracting spikes and on/off flame vents.The levels now randomly flip horizontally / vertically to not always have the same layout -seemingly- yet still allowing me to make proper paths. And some tiles now have a not-visible graphic that still allows the player to know where they are.I also added a webgl build link at the end of the post for easier testing. Logged http://www.michelmohr.me/ - @fusedotcore

Devlogs:

Google Play: Devlogs: DungeonSqueaker Google Play: Hexjack

michelmohr









Level 1 Re: DungeonThing, a minimal dungeon crawler. [android] Build inside. « Reply #10 on: June 19, 2015, 05:06:55 PM »

So instead of placing pixels in photoshop to build the levels, I thought, hey lets make a level editor.







So on top is the actual level, the tiles on the bottom are selectable, the yellow corners are placed on the selected tile.

When you press a tile in the level it will change it so the selected tile, or place the entity on top of it, depending on what is selected.



Every time you change a tile, this is written to the image you see on the middle right which is 2 times the board size to allow for tile type, entity, tile state and something extra.



When you press the encoded image, it will save it so my project folder as a new image I can drag into my levels folder.





Possibly later on I can let players make their own adventures like this, but I'm considering that a stretch goal as I haven't figured out how I would share the images or if I'm even allowed to write to an android device's storage. I have now most of the tiles I want implemented.So instead of placing pixels in photoshop to build the levels, I thought, hey lets make a level editor.So on top is the actual level, the tiles on the bottom are selectable, the yellow corners are placed on the selected tile.When you press a tile in the level it will change it so the selected tile, or place the entity on top of it, depending on what is selected.Every time you change a tile, this is written to the image you see on the middle right which is 2 times the board size to allow for tile type, entity, tile state and something extra.When you press the encoded image, it will save it so my project folder as a new image I can drag into my levels folder.Possibly later on I can let players make their own adventures like this, but I'm considering that a stretch goal as I haven't figured out how I would share the images or if I'm even allowed to write to an android device's storage. Logged http://www.michelmohr.me/ - @fusedotcore

Devlogs:

Google Play: Devlogs: DungeonSqueaker Google Play: Hexjack

michelmohr









Level 1 Re: DungeonThing, a minimal dungeon crawler. [android] Build inside. « Reply #14 on: July 02, 2015, 04:48:17 AM »

Enemies now drop gold, which you use to unlock the next adventure.

Dying halves your gold, finishing an adventure doubles it, and you can retreat to keep the gold you have during a level transition.



Furthermore I added a stamina system, I initially didn't want to because the game that inspired me to make this also has that, but I simply need to, it fits too well. My first mockup for this was simply a bar like the health but I cannot think of a better system than using the haunches Minecraft uses. Most people should understand that.

Moving makes your food go down, killing an enemy grants you some food and there's food pickups that.



Together, food and gold, will allow me to make more interesting levels like a larder or a treasury and give the game more pacing and drive.



Here's a new GIF showing two levels with the new gold and food systems, and the first gif showing the 7x9 instead of 6x7 layout.

I decided that for the sake of reward and drive the game needed more risk and reward.Enemies now drop gold, which you use to unlock the next adventure.Dying halves your gold, finishing an adventure doubles it, and you can retreat to keep the gold you have during a level transition.Furthermore I added a stamina system, I initially didn't want to because the game that inspired me to make this also has that, but I simply need to, it fits too well. My first mockup for this was simply a bar like the health but I cannot think of a better system than using the haunches Minecraft uses. Most people should understand that.Moving makes your food go down, killing an enemy grants you some food and there's food pickups that.Together, food and gold, will allow me to make more interesting levels like a larder or a treasury and give the game more pacing and drive.Here's a new GIF showing two levels with the new gold and food systems, and the first gif showing the 7x9 instead of 6x7 layout. Logged http://www.michelmohr.me/ - @fusedotcore

Devlogs:

Google Play: Devlogs: DungeonSqueaker Google Play: Hexjack