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(+1)

A turn-based dungeon crawler! Definitely 5* on creativity. Really enjoyed playing this one, really feels like a throw back to the OG GameBoy era.

Pros:

- It is very on theme! 

- Providing an option to pivot and look in direction was good foresight! I would imagine there would be fringe cases where there was insufficient space to maneuver

- A play-by-play arrangement is great accessibility. I feel it provides an option to people who want to play and action adventure game, but prefers not to have that twitch reactionary gameplay to enjoy this.

- There were a lot of other minor touches that didn't go unnoticed! Having the light glow on both player and enemy fireballs that gave sneak preview of darkened areas, adding a gradual heal to the player, providing torches to light also serve as a good mental check-point for players in such a sprawling labyrinth.

Critiques:

- Would have been great to hear echo-y sound effects in a dungeon like this! I recently learnt that you can add "Reverb" effects to AudioBuses in Godot. so that's worth checking out!

- Would love to see this with a clear duck sprite!

- Enemy health bars would be nice too!

- If death can bring me back to the last checkpoint, that would be awesome!


Overally, a really enjoyable submission! Feels like something that would be awesome to play with your viewers on stream! Epic effort!!

Thank you for the in-depth review! 

  • I have seen a lot of 3D games over the years that use the "Moving in the dark" mechanic, but not many in 2D since maybe the late 80's early 90's
  • Thank you! I can only really think of 3 ways to approach this: Mouse for directional look, "Pivot", or if changing direction, the first time you click the key it changes direction before you actually move. I wanted this game to be completely run from keyboard (or controller eventually as well) so mouse was out of the question.
  • Right? Even the abilities (currently just fireball) moves with the turn. There will be more things eventually that determine move distance for each turn, but when I have the game zoomed out in dev mode it's fun to watch everything happen in order.
  • The gradual heal is actually you leveling up. I didn't mention it page because there is no indicator for it. But there are multiple things affecting mobs. Mob strength is determined by your player level added with your fireball level, and the number of mobs that spawn in a room increase each few levels, up to a max of 10 per room. This was the passive aspect to the curse system. 
  • I soooo agree. and I didn't even think to look at the reverb in Godot. That is really good to know.
  • There is a duck sprite... though I have only seen it once after adding in the leveling ;) 
  • Agree! I had planned on adding Health bars to the enemies as well - but... time. LOL
  • I will have to think on the death thing. I hadn't planned on adding number of lives, but maybe I can make it an option, and the torches as a checkpoint sounds like a swell idea.