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Richard Lems
Creator of
Recent community posts
Heartless creature. How dare you destroy the ocean! :P But yeah since the game was made for a game jam, there wasn't enough time to completely balance all the things you can buy with the amount of fish in the sea. I'm glad you enjoyed it though! It might be interesting to make a better version of this game some day ^^
No idea what might be causing this. But you can check out the original version here: https://rilem.nl/games_content/scubabear/index.html
The Ducksoup domain no longer exists so all content lives on rilem.nl
Wow thanks for making a video! I'm actually working on a proper sequel in my spare time! Progress example: https://www.patreon.com/posts/skeletons-18902770
Hey thanks! That town / day loop idea would be very cool! Currently the fish indeed do not respawn. You can actually empty the sea eventually. :p Our idea for this jam was metroidvania+fishing, but in the end it was a bit too ambitious for a gamejam (a very common pitfall for me).
Thank you for playing and taking the time to write a comment. :)
A few years ago I made a fun little roguelike platformer called Ducksoup Dungeon together with my wife. We want to give it a sequel one day, so whenever Ziryf and I feel like hobby'ing, this is where we put our energy. :)
We just got started on this project and it's definitely a weekend hobby thing. But recently I've been spending a good amount time on it. I figured it was time to make an itch.io devlog!
Current Status
The first game was made in Construct 2, which is great! For Ducksoup Dungeon 2 I'd like to use Construct 3 though, it has a few sweet features coming up that I really want to use! So I started with a blank project and and added some characters I sprited a few months earlier. Platforming systems are w.i.p, just like everything else! :p
I also ported the water system I made for Bod&Dob. I think it's fun way to add some more variety to the dungeons.
The first enemy I made for Ducksoup Dungeon 2, the basic skeleton. They are humanoids and can run & jump in the same way the player can. This also means they interact with the environment in the same way. :)
Map generator
One of the things I definitely want to improve is the amount of control we have over generating levels. In DD1 we used an external library (rot.js) to generate the dungeons, because I really didn't know how to write my own dungeon generator.
It worked out okay, generating dungeons was easy, but the amount of control I had was a underwhelming and frustrating. For DD2 I'm tackling the biggest hurdle head on. I wrote an event based dungeon generator directly in Construct 3.
This generator works with a room system that's very similar to roguelikes such as the Binding of Isaac. After generating rooms & doors I can assign templates to each room randomly. These templates contain details like platforms, ladders etc.
This is a platformer roguelike, so these templates are going to contain lots of elements to help the player travel in the vertical axis. In DD1 I just gave the player infinite jumps! I mean it works, but it was kind of a cheap hack to fix my inability to generate 'correct' platformer dungeons.
Support the game
Like what you see? If so, thank you! Leave a comment and tell me what you think! What you liked about DD1, what you'd like to see in DD2, anything really. :)
If you want to support the game you can do so by becoming a patron on my Patreon page!
Hey Gargit, sorry for the late reply. I've been on holiday for a while. :) Thanks for your kind words and your donation! And yes Rollerpig is broken. xD I find Ratbone even more broken myself though. Exploring different playstyles for characters in this gamejam ended in some being OP. I really enjoy their distinct feels though, I might want to revisit this class based gameplay in another game in the future. :)
Thanks for the detailed review. :) Glad you liked it! Also surprised you managed to mostly empty the sea. In the end we didn't have enough time to make a nice game loop. So once you've caught everything the game is basically done. We'd love to add more interesting powerups to buy with the money later. At the moment you just get the lamp for free so you can see in the deep, but originally it was planned as a shop upgrade. :p Glad you enjoyed it anyway! Thanks! :)
So after another month of development we decided to release onto early access. Bottom line is, if we don't see any money coming in soon we'd have to call it quits for now. The game is currently in alpha, and lot's of stuff is still to change. Our goal is to get a small community going on the steam discussion forums. Wish us luck!
early access:
http://store.steampowered.com/app/435210
Website is up and running:
http://intergalacticroadwarriors.com/