(2025SP) DJ Dungeoness
A downloadable game for Windows, macOS, and Linux
Take a stand as Clem Crescendo as you conquer the stage with instruments you find on your way in this isometric roguelike!
DJ Dungeoness takes you going room to room, defeating enemies with nothing but instruments as your main weapon. Fight your way through each challenge and defeat the big baddie at the end to progress through the competition!
Known Bugs/Issues are listed on weekly devlogs.
*Audio Warning when booting up the Game*
- Controls -
Move your cursor around the screen to take aim and left mouse click to shoot out a projectile that damages enemies!
- WASD: Move around
- LMB: Primary Fire
- RMB: Secondary Fire/Ability
- R: Special Ability
- E/Q: Swap Current Weapon
- Shift: Dash
Updated | 2 days ago |
Status | In development |
Platforms | Windows, macOS, Linux |
Author | CSCC Game Projects |
Made with | Unity, Maya, Substance Painter & designer |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Blind friendly |
Download
Install instructions
Click on any download that corresponds with your current device. Allow the download to finish and then unzip the folder. Once finished, enjoy!
Development log
- Week 10.1 Log2 days ago
- Week 10 Log2 days ago
- Week 9 Log9 days ago
- Week 8 Log16 days ago
- Week 7 Log30 days ago
- Week 6 Log37 days ago
- Week 5 Log44 days ago
Comments
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the models are all looking really nice and coming in great... though the spotlight on Chem feels... a little harsh. would definitely suggest turning it up a bit but widening the area to make it "spread out" a little softer... unless you are going for a spotlight, in that case it needs to the end of the circle more abruptly.
The walking animation looks... off. like, moving feels like it goes slightly off center to begin with, but then with the person always looking at the mouse while moving backwards is weird... perhaps the person should always turn in the direction they are moving instead?
I can tell all the core things are in, now it's just making the rest of it that supports the core gameplay... the enemies and bullets ignore walls. clearing a room spawned a white cube in a middle section that was out of reach. The shop window can't be closed. If I could offer one bit though... there should be more impact for when enemies are spawning in to show where they are coming in at, when they hit and are hit, and when defeated. Generally you either want dangerous enemies that are difficult for each one to be defeated, like a boss rush, or a bunch of small enemies that are only dangerous as a group... right now it's kind of neither, with them coming in one at a time. A good example might be the praire king minigame in stardew valley... each enemy is easy to kill, but the challenge is in how many spawn.
The last thing I want to point out, is I like the idea of the shooting being musical notes... but it needs work. right now it just plays a random note everytime it's fired, which sounds nice... as long as you don't spam the fire, which given the type of game you would want to... and very quickly shows the limited number of notes it plays. Something you could look into, is have a soundtrack of some kind "playing" in the background, and then each time it fires it simply "turns on" one note in that song. That being said, if not that, a stricter limit on how fast you can fire would help at least keep it from being as noticeable.