On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Dungeon DelverView game page

A small demo of an action platformer.
Submitted by Axelstems (@emblem212) — 2 days, 15 hours before the deadline
Add to collection

Play game

Dungeon Delver's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Being able to attack down would be nice. Something like jump -> hold down + attack

Couldn't figure out torches and then firefox crashed


Platforms act like a wall while standing on another platform. I can't walk to the left here.

Submitted

I like the melee and enemy design, they work well together. The mage attacks were pain in the ass so I bumrushed him.

Controls could be better but I totally got used to it quickly. It could have a different acceleration curve to start quicker and jump could have more height control. Running down stairs makes player fall off, classic.

I had to guess torch controls. Torch physics suck, it might need a simpler collision shape to be more predictable, and it doesn't look right with the rest of the aesthetics as it is.

Visuals could pop out more or need more zoom in. It doesn't look like it lacks gamma correction, so that's already better than many 2d projects with that sort of lighting.

Developer

Thanks I really appreciate the feedback!  I've made lots of changes based on yours and others comments, hopefully I'll have a decent 1 level demo to show for it soon!

  • Please provide a downloadable version. I hate the web player.
  • Pressing up to jump sucks. Use ZXC.
  • Make jump height variable based on how long you hold the jump button.
  • The character sometimes get caught on the sides of the platforms, but most of the time I can jump through them fine.
  • Instead of left and right canceling each other out, make the last one pressed override the other.
  • Movement feels too slippery when changing directions. It's fine when you just release the movement keys
  • The player's collision box is too wide; you can stand on the edge of a platform with both your feet off the ground.
  • Jumping has no momentum; you immediately lose all forward velocity when you let go of the movement keys.
  • Needs input buffering.
  • The collision for boxes (and everything else) should be disabled immediately when they're destroyed.
  • The player's attack hitbox lingers for too long. The timing on the animation seems a bit off, too. The swing should be faster and it should linger on the last frame for longer.
  • You can get stuck between the bug enemies and the ceiling when dropping down to them.
  • The skeletons' attack hitboxes are bigger than the sprites.
  • Slimes shouldn't collide with other enemies; they cause them to get stuck a lot.
  • After going through the locked door, the player character and a skeleton just fall through the floor and the game softlocks.
Developer (1 edit)

Thanks, this is a great list of issues to fix.   Really appreciate the detailed testing and feedback.

Lots of these are fixed now, thanks again!  It was a huge help.

Submitted

Very good as a base, you can get very stuck when underground if you land on an enemy until you can be pushed to actually jump again. Outside of that it needs some sound effects and it's good

Developer(+1)

I really appreciate you trying it!  I'll check out that bug

Submitted

Movement is functional. Nothing special, but doesn't get in the way either.

The enemy hitbox is complete bs, far too big. Also getting hit multiple times in one attack is possible.

Visuals are alright so far. The Knight's animations look neat. The blobs don't match entirely.


No commentary video.

Developer

Thanks for trying it, really appreciate the video!