Explore dungeons and search for precious loot! The deeper you delve, the bigger the rewards and the more dangerous your encounters will become. What will you find?
COMPETITION
This game was created for GameBuilder's 20 Event Competition. The game contains 4 frames with only 20 events per frame. Take a look and see how much we were able to stuff into those 20 events!
CONTROLS
Arrow Keys - Movement and attack
Tab - Inventory open/close
Spacebar - Use/Sell/Cancel an item in inventory / Skip a turn in Dungeon
HOW TO PLAY
Use the arrow keys to control your hero. Simply walk into monster squares to attack them, but watch out - they fight back! Gain XP and level up to improve your stats. Find and equip swords, shields, helmets, boots and more to prepare yourself for the dangers of the dungeon.
CREDITS
Assault Andy - Code
Jess Bowers - Graphics
Rushjet1 (nsf.4x86.com) - Music (used with permission)
OPEN SOURCE
Content is released under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)
To play the game, use the DOWNLOAD button below. Or, if you'd like to see the source MFA, download here:
http://toadstool.net/games/dungeondash/Dungeon%20Dash%20JABS%202011.mfa
Really fun game
I hope you'll expand it a bit more, now that the competition is over. More items & monsters would be nice, and maybe even some totally new stuff, like magic scrolls, traps, etc...
Zephni - Thanks!! The game actually has an autosave feature. As long as you're not dead, you can exit the game and "continue" the game the next time you play. The game creates a few files in the same directory as the EXE for the save information.
Sketchy - Thanks, too!! Andy and I have actually been chatting about that. Those are very good ideas that we had not thought off (magic scrolls, traps). We've also had some other good suggestions like shops so you can use your gold (Del Duio), online play (Jenswa), and some others. We also talked about ranged weapons (something we would have put into this version if we didn't have the 20 event limit.
As for new monsters, if we do make more then I am OBLIGATED to make a Dragon and a Unicorn first. They were requests from one of my daughters.
s-m-r - Thanks! Looki's dungeon object is really great. I was bugging him on the Clickteam forums to expand it a bit (detect "T" corners, etc.) but he's tied up with "paid" work. But, he had some good ideas about how to get around those contstraints.
Chris - Thanks a lot! Really glad you enjoyed it. Andy and I had a lot of fun (again) putting this together. I can't say enough about finding someone that you enjoy working with. Andy is fantastic coder and an all around great guy to make games with.
Alastair - Thanks man! Good points on making it better. I'll definitely take a look at Dungeon Crawl Stone Soup. The fog is a cool idea. I really did have a lot of fun making that map. I googled a lot of "old parchment" pictures to use as references.
Del Duio - Thanks, brother! I hear you about expanding it since we don't have the 20 event limit anymore. Andy and I are seriously kicking that idea around. What build of MMF2 did you use? I think Andy had MMF2 Developer HWA Build #250. I had MM2 (not HWA or Dev) #249. We were able to trade the MFA back and forth without issue. It could be an issue with the version of the surface.mfx. If you look at the link above to the Surface object, you'll see a link to the Clickteam forums. On the link, Looki has a bunch of versions of the Surface object. You can see if any of those work. Also, I'll try to see if I can find the right version. I definitely want you guys to see the cool "inards" of the game.
Thank you to everyone for your comments. It's really motivating to see people playing and enjoying our game. All the feedback we're getting is inspiring us to create more games!
@Jess - All the same to you man You're really fun to work with and an amazing artist! I encourage everyone find a graphics-coder duo and pump out some great games!
I coudn't believe this was made in only 20 events until I downloaded the source. It's amazing what extensions can let you do these days. If I were to try and make a game like this, I'd end up using upwards of 100 events.
What I also like about this game is the difficulty progression. Monsters get tougher and start dealing tons more damage, so you have to start strategizing instead of hacking away at everything in sight. I usually take out the weaker beasties first so that I have healing potions for those dang demons. I would have expected the game to reach a point where I could OHKO everything with no real challenge, but that was never the case.
Fantastic job overall. You really captured the feel of those old DOS roguelikes.
@Strife - I'm glad you worked out a strategy for playing! I would have liked to tweak the difficulty more but we ran out of time. I do the same thing when I'm playing with killing the easy monsters. You need to save up those potions and use them when you really need to on the harder monsters.
I have already played this and I have to say it's amazing. The simple but effective controls, the inventory and everything is nicely made. And looking at the nicely commented events may help other developers to figure out how the "big guys" make effective stuff with only 20 events.
Did you guys track down the exact version of surface.mfx you used? Also, what does the surface extension do for this game? I.E, is it really needed or could there be an un-surface.mfx mfa I could work with is what I mean
I'm not near my MMF2 computer but I downloaded 2 surface.mfx that were slightly different filesizes, put them in the correct folders (extension and runtime I think) and when I go to load the .mfa it says it can't load surface.mfx and cancels out of loading the project up. I believe I have the 249 build IIRC.
If you don't mind making one that doesn't use the surface extension that'd be great Andy, thanks
This game is brilliant. And, possibly the best thing i've played recently...
Only thing stopping me giving 5 stars is that sometimes (rarely) i'd spawn in a level surrounded by monsters on either side (in a corridor) with no way of escaping.
Also, i've spawned in a level where the ladder is right next to me and a dead end on the other side- again with no other way around (meaning I went to the harder stage without getting items or leveling)
Could be easily fixed, now you can do more than 20 events.
I can't believe I missed this game, a collaboration between Jess Bowers & Assault Andy is always going to be a good thing.
I've been exploring the Dungeons for best part of two hours. Everything about this game is just genius and fits together like a jigsaw. I'll be honest and put my hands up and say I'm always generous in giving high marks for games on the Daily Click and the main reason is because I know how much hard work goes into making these games and the author deserves recognition especially when you can tell how much time has gone into making them. SORRY BUT I'M JUST SMILING WHILE I'M WRITING THIS... Dungeon Dash is just perfect its one of those games you wish you could have made your self!
The name "Dungeon Dash", the music, the little animated map, the clever pixelated old school graphics I remember from video games when I was a boy that and are finished to the standards we've all come to expect from Jess Bowers. Combine this with Assault Andy's clever programming HOW DID YOU GUYS DO THIS? Especially with just 20 events!!!!
Chris Street is bang on the money here!!! Its definitely one of the highlights of 2011!
Congratulations fellers, you two are definitely two of my favourite Click authors of all time. This game deserves 6 stars not 5, I can see why its had so many downloads!!!!