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Dark Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #2 | 3.692 | 3.692 |
Sound | #2 | 3.154 | 3.154 |
Gameplay | #8 | 2.308 | 2.308 |
Overall | #8 | 2.846 | 2.846 |
Stability And Performance | #11 | 2.231 | 2.231 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Thanks! I'll take into your account your feedback when I'm rewriting this.
Fix the lighting and the graphics would've been great! Would actually be alright lighting, if there was diffuse reflection or something from the skylights. I walked a bit then discovered a lane in which it was a straight path (border of the maze). Had lots of skeletons chasing me, walked back and mowed them down. Continued on my journey, fell through outside the wall, got stuck on a ledge outside the maze structure, fell down, saw the square of maze above, felt calm and peaceful as it disappeared from view.
The dark atmosphere did help the tone of the game, though the lighting wasn't balanced well. Seems like it could have potential, though personally I think procedurally generated mazes could get annoying xD. Good work getting this far!
I'm definitely going to continue working on this game, the amount of bugs and optimization issues bother me, and my mind just continuously nags me to fix them.
As for the lighting, I realize it is too dark. As said before, the game was supposed to be completely different, so when I changed it to be maze based, I didn't have enough time to optimize lighting, and many, many other things for the new game features.
Well, I was making a better procedurally generated map with actual rooms and stuff, but I realized I was running out of time, and had to use simple maze generation code. Generating mazes is pretty simple stuff.
I'm impressed with the procedurally generated map! My only real big issue was two things:
I'm very curious, how does one learn to make procedurally generated maps like this? Regardless, amazing job! :)