Use windows build for best experience.

Dungeons & Fragons is a game about a green army man interfering in a game of DnD. You're a man with a minigun and explosive D20 in a dungeon full of goblins.  

High score is displayed after you die! Top 10 global scores are displayed! 

We weren't quite able to get everything finished up, like getting ranged enemies fully functional, which were spawned from a new D12 model rather than a D6 model. As well as a better difficulty curve, and some blatant exploits/bug fixes. 

We're all very proud of what we did, and hope you have fun!

CONTROLS - HOW TO PLAY

WASD - Player Movement
Mouse - Aim
LMB - Shoot Gun
RMB - Drop Explosive D20. Its cooldown is equal to the number it lands on.

CREDITS

Shadow DA B0SS - Team Lead, Producer, Game Designer

Jzucc12 - Unity Programmer

RoughRaptors - Unity Programmer

SpaceGuineaProd - Unity Programmer

Wolfos AKA Robin van Ee - Unity Programmer

Hazel B - 3D Artist

Foxwarrior - 3D Artist

Techno - VFX Creator

WestyDesign AKA Kieron West - Level Designer

Rolf - Music Composer and Sound Designer

Bonc - QA & Playtester

Download

Download
Dungeons and Fragons Windows x64 1.0.0.2.zip 104 MB
Download
Dungeons and Fragons Windows x86 1.0.0.2.zip 100 MB

Development log

Comments

Log in with itch.io to leave a comment.

Simple enough game, I had fun for a couple of minutes.

Runs fine on my laptop with integrated graphics.

Something I'm not clear about: d6s sometimes spawn, are you supposed to pick them up or something? What do they do?

Suggestion: maybe let me aim the d20 instead of just spawning it at a random point, it would be super cool if I could like "roll" a massive d20 out and it would flatten enemies

The game seems to run very slowly for me, even offline. I'm using a windows 10 laptop with "AMD Ryzen 3 3250U with Radeon Graphics 2.60 GHz" according to the settings and 5.95 "usable" RAM, in case that's helpful at all.

The music sounds like a much more chill version of "Fortunate Son", which I'm guessing is on purpose, so good job making it recognizable. The visuals also do a great job at being exactly what would make sense. I couldn't tell what type of monster figures were attacking though.  Still, this is probably the most visually clear game I've played so far in this jam.

For gameplay, it is a functional top-down shooter, and I was able to guess correctly what I could shoot over. I was a bit surprised that I could move off the gridded area though. Mainly, I don't get when the enemies are actually attacking. I had to sit still for quite a while to even find out that the game has damage implemented. At the same time, I doubt this game would be any fun even if the enemy attacks were more threatening, due to how they spawn in. Having them spawn right next to the player while the camera isn't centered on the player just makes everything feel awkward. Overall, the enemy behaviors and spawn mechanics feel both unjustified in context and kinda pointless. It really needs some hint as to why Army Man is being attacked by monsters and why the monsters spawn in any particular spot.

You've got a good base, but it seems like it would've needed either a lot more time or a lot more focus to actually make this work.