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A jam submission

undead-dungeonView game page

Defend your treasure from trecherous adventurers!
Submitted by decent-username — 1 hour, 25 minutes before the deadline
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undead-dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity - How original is the idea?#101.8973.000
Overall#111.6872.667
Presentation - How does it look/feel?#112.2143.500
Entertainment - How enjoyable/replayable is it?#120.9491.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I will second duuqnd's comment, I got very excited but the the game was just over. I thought I did something wrong, all I could so is walk level up touch the other guy and win.

But your code is very clean and tidy, I will try to learn from it thank you :D !

Developer (3 edits)

Damn, now you make me feel bad for not including more content. LOL

Next time I'll put in a bit more time.

Submitted(+1)

I'll admit, I'm a bit confused. I ran around for a little while, bumped into the enemy, and won. Is there more gameplay than that? I mean, the game looks really cool, but from what I saw, there wasn't that much gameplay. If I'm not mistaken, I don't think there's a way to lose. Either way, it looks cool, but it's not much fun. 

Also, I'd like to mention that trivial-gamekit isn't available from Quicklisp, so you should probably include instructions for adding that in your README.

Developer (7 edits) (+1)

Totally understandable, because there's no real objective.  :D

"Even if you don't complete your game as you intended it, it is still desirable to submit your unfinished game. The idea is to watch your progress, and give you something to compare your future work to, as well as give others encouragement or ideas for a game."

The vivid description of my game was there just to inspire me.  Now that I think about it, I might be able to work at EA with my skill of over-promising and under-delivering. hehe

I used this more as a programing practice.

I think I've added the entirety of the game logic within 3 hours.

Actually I just wanted to make it anything but a still image. So that's what I ended up with. 


P.S. If you want to see some really beautiful code, look at #'resolve-tile-sprite in tile.lisp.

Submitted

Okay, that makes sense. If I remember correctly from #lisp and #lispgames, it seems like you spent quite a bit of time on getting the map generation to work. My own game finished in a kind of bad state from a similar problem. I spent a lot of time on getting networked multiplayer to work only to realize that almost no one would use it.

Yes, it certainly is better than nothing, and it does looks pretty good. I'll take a look at the code you mentioned. It sounds pretty interesting.

Developer (1 edit)

When I said "beautiful code" I've meant tons of horribly nested cond forms. haha