The map generation fits well with the pcg theme. It's interesting to explore the map. The asset style is also cohesive and fits well with each other.
A nice prototype, generates the rooms in dungeons and spawns enemies in them.
Not a lot to do since there's no goal, but being able to see the generated map every round was a nice touch. The maps generated were fun to walk around in and can definitely be used to make something big.
The room mapping sets a solid foundation for a dungeon game. Effects can be added to different rooms.
I like how the player can switch between the full screen mode and player camera mode.
It's clear to see how rooms are generated.
The pcg'd map is really cool. The collection between rooms works greatly. each room has its own enemy to fight with.
The animations / camera changes were cool.
The dungeon is generated differently every time so a new maze like dungeon is created each time. That makes sure the game isn't the same every time.
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What could this game have done better?
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I think it would be good to have doors that leads to different levels or maps instead of having the players click generate. There is a lot of potential and you can add a bunch of things to the game: you can make it into a traditional dungeon crawler, or even an infinite maze game.
Long passageways, definitely needs some improvements there.
The game needs more enemies now.
I think we can add more game play to this game, such as different enemies or different weapon types.
The levels are a bit sparse
The game can be more exciting if more enemy types and weapons can be added to the game. The direction where player attacks seems off a little bit.
I felt like the game didn't really have a goal or an objective, it felt like it was all just very meaningless interaction and if you just thought to stand there, then you wouldn't die.
Maybe adding some goal for the player would be nice or having a dungeon entrance or exit?
Comments
What did this game do well?
****************************
The map generation fits well with the pcg theme. It's interesting to explore the map. The asset style is also cohesive and fits well with each other.
A nice prototype, generates the rooms in dungeons and spawns enemies in them.
Not a lot to do since there's no goal, but being able to see the generated map every round was a nice touch. The maps generated were fun to walk around in and can definitely be used to make something big.
The room mapping sets a solid foundation for a dungeon game. Effects can be added to different rooms.
I like how the player can switch between the full screen mode and player camera mode.
It's clear to see how rooms are generated.
The pcg'd map is really cool. The collection between rooms works greatly. each room has its own enemy to fight with.
The animations / camera changes were cool.
The dungeon is generated differently every time so a new maze like dungeon is created each time. That makes sure the game isn't the same every time.
========================================
What could this game have done better?
****************************
I think it would be good to have doors that leads to different levels or maps instead of having the players click generate. There is a lot of potential and you can add a bunch of things to the game: you can make it into a traditional dungeon crawler, or even an infinite maze game.
Long passageways, definitely needs some improvements there.
The game needs more enemies now.
I think we can add more game play to this game, such as different enemies or different weapon types.
The levels are a bit sparse
The game can be more exciting if more enemy types and weapons can be added to the game. The direction where player attacks seems off a little bit.
I felt like the game didn't really have a goal or an objective, it felt like it was all just very meaningless interaction and if you just thought to stand there, then you wouldn't die.
Maybe adding some goal for the player would be nice or having a dungeon entrance or exit?