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
WASDSpacebar - Dash with invulnerability frame Left 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)

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 (0.0.26), 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.

After killing a set number of enemies, a boss portal will spawn that you can fight for gold and very valuable rewards

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

Mini-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 exciting ways. Try to mix and match different ones to scale your power.

StatusIn development
PlatformsHTML5
Rating
Rated 4.6 out of 5 stars
(5 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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very good game but its very hard too.

fun game

thank you! 

(1 edit)

This game has gotten so much more polished! I hope you are doing well and are still making updates. The character also looks great (I liked the cat from the old version as well.)

haha tyvm, I have more updates planned, just got a bit busy in life and the day job :) 


maybe the cat can come back as a choice in a future update 

That would be great! It's amazing to talk to you.

So fun and satisfying. But need more visual improvement.
And, if ya want be friends i'll accept. I am making a game similar to your's so lol

This was really satisfying to play! Are you at all interested in working with a musician at the moment?

Really great little prototype! The game felt genuinely fun and satisfying to play. Keep working on this bro!

If it's alright, would you mind telling me how you got so many people to play your game within such a short time period? Thanks!

(+2)

Thanks, mate. I really appreciate it! Lots of updates on the way :)

In terms of others playing, I try to post progress often and follow and engage with others. So far, itch.io has been the vast majority of players. I'm new to new Twitter, but that has barely sent people to this page (like, literally 4 page views from a lot of tweets)

Wow that's some luck you have there then! Considering itch.io doesn't really have much of an algorithm, therefore forcing developers to use external sites to promote their games. Thanks man, and keep going!

was a bit confused about why I was only attacking right before I realized it was where the mouse was pointing LOL
got soft locked in room 1 with no enemies spawning.
I couldn't really see the UI elements of the bounties well, the text is really small.  
pretty fun when i got the hang of it!

(+1)

Glad to hear you enjoyed it and sorry about the soft lock! I am back from holiday and working on that bug now :) 

Fair call on the attack confusion, I need to add a quick tutorial very soon haha.

Cheers

Really like the level transition animation and the melee attack sequence! Some improvements I thought of would be visualizing the spell's radius as it charges up and adding more feedback for taking taking like sound effects and screen shake. Overall great game, keep it up!

I also got soft locked a few times where the spawn zone would disappear but the spawn points remained so I couldn't leave the room or kill all of the enemies.

(+1)

cheers for both comments! Sorry about the bugs locking you out, hopefully I can fix those soon.


good ideas on the hit feedback and spells radius. I’m glad people like yourself enjoy it cause it gives me good cause to go in and refine it :)


ty

I have never really played this style game so I sucked, but hey. I look forward to see where this is going, It a fun game and I will have to play some more.

(+1)

Cheers! Hopefully I’ll get the chance soon to balance it a bit more and make it intuitive to play :) glad you liked it so far

(1 edit)

Quick playthrough: 1346 enemies killed, 9 bounties complete, 4160 currency earned.

Notes: I didn't really remember how to reach the boss or even that there was one.

Bug: Started new run, loaded the first dungeon, walked into the "start round" square, the square disappeared, and then nothing happened. The doors were still green as if I could walk through them (I couldn't) and the modifier and enemy indicators were still visible. In the dev console there was a NullReferenceException. The previous round, I died to the boss.

(1 edit) (+2)

thanks for playing and tyvm for the feedback on issues! I’ll take a look into those as I’ve sometimes had a similar issue when I died to a boss. Hope you enjoyed it so far though.

the boss is unlocked by a key reward, and entered in from the start hub, but I’m trying to move this to somewhere in the dungeons themselves.

(+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.

(+2)

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!

Deleted 175 days ago

Thank you as well! :)