A downloadable game for Windows

Fight as Tiny animals for pride and honor, but most importantly, for GOLD!!! In this game, you play as Lelou le Loot Goblin (Chihuahua). Your goal is to literally and figuratively carry your party members as you bungle your way through the dungeon. Victory is yours if you and your party members reach the treasure room alive!

Gameplay.gif

OBJECTIVE:

Literally and figuratively carry your party members as you bungle your way through the dungeon. Victory is yours if you and your party members reach the treasure room alive! ⠀⠀⠀⠀⠀⠀ ⠀⠀⠀ ⠀⠀⠀

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⠀⠀⠀

YOUR PARTY :

A Warrior, a Mage and a Healer. The ideal party, or so you’d think if you did not feel like they were actively trying to kill you sometimes…

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TIPS

Carry: You can carry, drop, or throw people to safety, or to their death.

Pouting: When your teammate lowest all their health, they will start pouting and drop their weapon. Bring their weapon back to their hands to put them right back into action!

Freeze: You can pick up frozen enemies and throw them to deal massive AOE damage (Even to yourself)!

Literally everything and everyone can kill you, so watch out!

 TEAM

Chris Paz - Game Designer and Sound Designer

Léo Vézinet - Programmer

Judith Hantisse - Programmer

Charly Barrera - 3D Art and OST

Justin Yun - Animation and Rigging

Game made for Ludum Dare 56 on UE5

Download

Download
IAmAPorterForTheWorstDungeonPartyInTheWorld_v1.02.zip 258 MB

Comments

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dang it really works well, who was the lead on coding ?

Hey! There was no lead really, as we were both able to tackle the tasks needed for the jam. Though, here I worked a bit more on the AI side and Leo worked a bit more on the gameplay side

We are actually working on a rougelike and could some some of that juicy juicy combat, want to see some of the stuff we have done already, and decide if you are up to join ?

Is the whole ai custom made as well ?

I'm not sure what you mean exactly by custom made. The systems used are basically stock unreal as there was no need for more stuff given the time of the game jam. But the behavior themselves are custom for all 3 allies and the enemies. There's a bit of positionning logic with some notion of frontline and stuff like that.

As for joining your project, I'm not sure I'd have the time unfortunately.

would you be up to join as just slight code help or advice on potentail solutions to make combat more fluid ?