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    Ludum Dare 20

    April 29th-May 2nd, 2011
    Theme: It’s Dangerous to go Alone! Take this!

    More Info: Ludum Dare 20 Has Begun! (Keynote), Theme Voting Results.

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    Princess Mystery Dungeon - philomory - Competition Entry

    Princess Mystery Dungeon combines zelda-esque gameplay with roguelike procedurally generated dungeons.

    Arrow keys move, Z attacks with your sword, X uses your wall-breaking secondary item, if you've acquired it. During a text-message, press enter or return to clear the message and get on with things.

    Click-and-run packages for Windows and OS X are now available.

    To run from source, you need:

    ruby (developed on 1.9.1)
    gosu (developed with 0.7.29)
    chingu (developed with 0.8.1)

    Having acquired those things, run ruby LD20.rb

    Enjoy!

    View philomory's journal. | View all entries by philomory

    Ratings

    #147Community2.64
    #153Fun2.73
    #156Coolness3%
    #189Overall2.60
    #190Graphics2.67
    #190Theme2.43
    #206Humor2.00
    #257Innovation2.00

    Comments

    Orangy Tang says ...
    May 2, 2011 @ 10:40am

    I had fun exploring the dungeon, you've done a good job of getting the non-linear zelda dungeon design working, especially with the limited dungeon objects you had.

    I think it needs a bit more variety (more monsters types would really have helped), and I think it needs more contrast between the walls and floors (I almost didn't spot a coule of doors). Does it use the theme or did I miss it?

    Also, it just quit when I got to the end room. Which was a shame. I had fun playing it though!

    philomory says ...
    May 2, 2011 @ 4:41pm

    Actually, a file was missing from the OS X packaged version. It should be playable all the way through the end of the game now, instead of crashing when you get to the boss!

    Thanks for your comments!

    mpc174 says ...
    May 3, 2011 @ 2:37pm

    It seems stable, and the fact that the dungeons are procedurally generated was a nice twist. Did not find a connection to the theme. The graphics often overlapped a bit. Without knowing the gameplay tropes taught in the first Zelda game (e.g. kill all monsters in a room to get the key), you'd get stuck fairly early. That the design is procedural and the levels still work shows some skill.

    May 3, 2011 @ 8:59pm

    Argh, no chingu package for Archlinux... I may try to install it manually, because that would be a shame, having installed all the other dependencies :D Will get back to you with a rating and some comments if I do it!

    philomory says ...
    May 4, 2011 @ 3:57am

    Chingu is pure ruby and should be pretty easy to install by hand if you need to. If you have git, you can get it pretty easily from github, just make sure you use 0.8.1 rather than HEAD. (For that matter, even if you don't have git you can still download a tarball from github, https://github.com/ippa/chingu/archives/v0.8.1 for the correct version)

    philomory says ...
    May 4, 2011 @ 4:00am

    (I should note also that some of chingu's dependencies are not really necessary for my game; chingu includes functionality for online high scores and the like which I am not using. If you're the kind of person who would rather edit source files than install dependencies you don't actually need, have a blast ;) )

    stigrv says ...
    May 5, 2011 @ 4:19pm

    I killed the last boss, and nothing happened. It was a good ride up to that point though.

    May 6, 2011 @ 3:11pm

    Great Zelda clone here, probably the most accurate dungeon one I've come across.

    Some of the doors in the dungeons wouldn't open, was pushing the blocks supposed to unlock them?

    Great work, congrats on entering the LD48!

    Switchbreak says ...
    May 8, 2011 @ 5:33pm

    Played the windows version up until the boss, then it crashed. Fun! Could have used some audio, but a good quick Zelda-style dungeon game nonetheless.

    erik says ...
    May 8, 2011 @ 10:12pm

    This is a nice little game. More variety would be good, and the movement and attacks could use a little polish. Perhaps designed dungeons would have been better than the procedural ones? I really like that you included a boss fight, and I enjoyed the twist on the theme. Is there any sort of win state? Nothing happened for me after I killed the boss.

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