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(+1)

Backtracking is usually not an issue in most roquelikes because you can move blazingly fast through already visited parts. However in this game, when for instance there is a dead end after very long corridors, it can take a while to get back to the actual exploration... Nothing ever happens so that feels a bit like a waste of time (and oil!).

Maybe the maze algorithm could be more adapted to slow turn-based movements, or a control option could be available to speed up movement temporarily (at the player's risk.)

I'm not sure that a typical fast travel mechanism would fit the setting; nor would it be necessary if there are some cleverly placed shortcuts...

(+1)

Thank you, I agree with those. I'm not really happy with the dungeon generation either for the same reason. I'll need to look into that.