Dungeon Cleaner

An early look at a game I've been developing. A fast-paced, action-packed, hack'n'slash. Play now!

How To Play

MovementEvadingAttacks
WASDSpacebarLeft click - Attack (your attack has 3 phases, each being more powerful)
Right click - Spell (Hold to charge, increasing the size)
Q - Special Attack (if a special attack has been chosen as a reward)

When entering a room, you can walk around and 'clean' by pressing E, removing modifiers/enemy spawns as you find them. 

Enter the spawn zone when you are ready to start fighting the enemies.

You can go through the 'Door' to the next room when a room is complete. So far, there are only four rooms connected in a square. This will expand in the future when the gameplay is refined.

As of the current build (0.0.25), you can quickly get into the game and kill as many enemies as you want. There are a few upgrades you can try out. I am trying to flesh out the combat before adding many items, upgrades and new mobs.

You can also find a key that lets you fight a super boss. The door is located within the start hub.

Let me know your thoughts! I appreciate it :)

Enemies

Enemies move and attack in unique ways and will spawn in a few varieties.

CommonRareElite
By default, all enemies are commonIf an enemy is outlined blue, they are rare, which increases their attributes and rewardsif an enemy is outlined yellow, they are elite, which greatly increases their attributes and rewards

Bosses can periodically spawn, they are outlined red. They have unique attacks and drop a lot of rewards. (There are 2 bosses implemented so far)

Progression

Each room you complete gives you a choice of 3 rewards with various qualities (common, rare, epic), making your character more powerful. The more monsters you kill, the higher the chance of better-quality rewards (indicated by the rewards multiplier)

With the currency that monsters drop, you can buy rewards from the shop, which is toggled at the bottom of the screen.

Rewards can stack in interesting ways. Try to mix and match different ones to scale your power.

Updated 3 days ago
Published 23 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorDutch
GenreAction
Made withUnity, Audacity, Aseprite, GIMP
Tags2D, Arcade, Fast-Paced, Indie, Pixel Art, Short, Singleplayer, Top-Down, Unity
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Development log

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Comments

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(+1)

Really enjoyed this. You might want to put a cap on how long you can charge your range attack, cuz i found I could charge for about 30 seconds and insta kill pretty much any level. The game felt too easy and then BOOM, dead in one hit. Played a few runs. A litte more enemy variety would go a long way.

(+1)

Thanks for playing! I'll definitely be adding more enemies as time goes on.

As for the charge, I have 2 thoughts on it. A cap on the charge makes sense to limit it. However I also like to give the player the freedom to push certain attacks to an extreme level. If possible, I'd like to add enemies or challenges that give the player a reason to not just hold it as long as possible. But if they build in a way that can overcome those problems, then they can go as wild as possible with the charge and play however they like.

I appreciate the feedback!

Great! Looking forward to future builds

Yeah, it feels strange when you died immediately after you cleared out previous room without any difficulties

I died right in the moment of killing boss. When game restarted I got a free epic item

Idea of making the magic blast slow you while you are charging it is good but honestly I noticed it after 10 minutes of playing (I actively used it) so it is designed not so well

Thanks for the feedback, I agree and I'll do some work to help indicate this to players when they enter the game.

Thanks for the following.I like this game.I wait the updates :)

thanks I appreciate it. Many more updates to come :) 

Even though it is the early version but this game is already fun and feels good in both gameplay and design direction. I will keep looking at your progress bro, good work!

and i really like the mechanic with the time-growing magic spell, good stuff)

(+1)

thanks I appreciate the support :)

I like the charging mechanic as well, I’m trying to figure out other cool uses for it, such as increasing the damage/throwing more projectiles based on charge time.

Hey, this game is actually pretty cool! It's definitely a prototype but a very promising one at that!

Cheers! Every day or so it gets closer to 'non-prototype' :)

(1 edit)

I like this game a lot! and thanks for dutchg for following me!!

Thank you :) 

(1 edit)

This is really good for a prototype. One thing I thought I'd mention is that on my phone, I don't appear to have a way of doing the WASD controls, despite the game seeming to support Touch by being able to do attacks with the Touchscreen. It's just an observation, though.

Thanks I appreciate it!

I'll definitely be doing some work to get it running properly on mobile; I've been tinkering a lot with the player controls & abilities, so once I get those locked down, I will make it touch-compatible. 

Thanks for the feedback :) 

The core loop of the game is great. It is interesting the idea of showing the spawning position of enemies, that adds a bit more of strategy. I do like the graphics style and it is consistent. Good job!

Thank you so much!

Thank you for following me, also great game.

Thank you as well! :)