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Played through to day 20-something. It was fun, but man, did it kick my ass.

Gameplay:

Solid tutorial. 

I also appreciate the ability to keep the tutorial for the individual rooms on. It was a bit of an information overload.

Hold crouch should really be default with how often you have to switch.

It really really really needs a slide mechanic. It hurts my soul every time I go from sprinting to crouching and lose all momentum instantly.

The difficulty ramps up way too fast for me. I wasn't able to even find the magic mirror within the time limit most of the time, but it was still throwing more and more complex dungeons at me. At least make it count succesful dungeon runs rather than just days when it forces you to upgrade.

Or maybe have the seal that disables the timer be on by default. It's really stressful for newbies.

There's a tab in the reception called "roleplay" but I couldn't figure out what it does. Idle animations for the guests in the dungeon? Or is it not implemented?

I encountered a single bug: After a failed dungeon generation, it let me start a run, but it just spawned me in a void, falling forever. It can't have been completely empty - I saw some arrows from a trap off in the distance falling alongside me - but I never saw any level geometry. Also, the timer didn't start. I was able to abort the level through the menu just fine though.

Story/writing:

Very slow start. Please condense the cutscenes. There's like four before your first real dungeon run.

I don't know how weeaboo you're going with this, but the Shop Keeper going "ano..." is maybe a little much for a game in English.

Audio/Video:

Love the music.

The rooms could stand to have some vaulted ceilings imo. Things feel a little too boxy atm

The "boing" sound effect better not be  a place holder, because it's great.

The use lever animation sounds like the Boss is snapping his fingers, but it looks like just finger guns with no snap.


I look forward to playing it again.

Played through to day 20-something. It was fun, but man, did it kick my ass.

Wow man, thanks. That's a lot of playtesting.

Hold crouch should really be default with how often you have to switch.

The idea for crouching is to slow you down to offset its benefits e.g. most jumps from ground where you would use one air jump could be dealt with crouch jump + ledge climb.

It really really really needs a slide mechanic. It hurts my soul every time I go from sprinting to crouching and lose all momentum instantly.

You can still dash while crouching. You really shouldn't be walking while crouching too much with how slow it is. I will see playtest if maybe I can keep the velocity.

The difficulty ramps up way too fast for me. I wasn't able to even find the magic mirror within the time limit most of the time, but it was still throwing more and more complex dungeons at me. At least make it count succesful dungeon runs rather than just days when it forces you to upgrade.
Damn, I thought this update addressed that well. You get put on harder difficulty based on either collected gold, fun/lust points, and eventually days. After you unlock more templates for randomization I don't expect players to succeed every run. Some templates require more planning, and different tactics. At what day did you feel the difficulty ramped up by a lot? Any specific templates you found much harder? Did you always refuse to amp up the difficulty?
Or maybe have the seal that disables the timer be on by default. It's really stressful for newbies.

Are you talking about the Unlimited Time setting in Dungeon/Time? The only downside of using it in current version is it makes you collect far less gold, and it costs gold too. Maybe add a reminder message telling players they can use it? Make it free for more days?

There's a tab in the reception called "roleplay" but I couldn't figure out what it does. Idle animations for the guests in the dungeon? Or is it not implemented?

By default, if you hold right mouse button on some ui elements, like that "roleplay" button is going to show you tooltip explanations. There is an option in settings to make tooltips show up automatically on hover after some time. To unlock the "Roleplay" tags you need to unlock higher tier in fun/lust tower. And yes those tags act as requirements for different idle animation, or at least will be in future when I add content beyond placeholder models.

I encountered a single bug: After a failed dungeon generation, it let me start a run, but it just spawned me in a void, falling forever. It can't have been completely empty - I saw some arrows from a trap off in the distance falling alongside me - but I never saw any level geometry. Also, the timer didn't start. I was able to abort the level through the menu just fine though.
Thank you for reporting this. It shouldn't let you to start if the generation failed, so I must have broken it at some point. Your description helps me narrow it down. By the way do you remember which template you were on when the generation failed? I am asking because it is possible my template rules were too restrictive, and I didn't have needed rooms for the generation to complete. I hope the failed generation happened only once.
Very slow start. Please condense the cutscenes. There's like four before your first real dungeon run.

I thought the inbetween tutorials break them down well. I actually cut down a lot from my inidial drafts, so I am out of ideas what else I could cut out. I am open to suggestions. Maybe if I add visuals it wouldn't feel so long?

the Shop Keeper going "ano..." is maybe a little much for a game in English.

I do try not to be too weeby, but it was hard to help myself. What would you replace it with anyway?

Love the music.

That's great. I went with 3 different songs for runs to see which type would work best, but I think most people feel they all work, so I am happy.

The rooms could stand to have some vaulted ceilings

Yeah, it's mainly because the generation has every room essentially in a box, and I tried to maximize their sizes without changing them to bigger room types. I will see if I can change some of the rooms ceilings where it wouldn't change platforming. It was also jarring to me when every room had differently angled ceilings after put together in the dungeon, so flat ceiling were to keep them consistent.

The "boing" sound effect better not be  a place holder, because it's great.

It grew on me too. I have no idea what I would replace it with.

The use lever animation sounds like the Boss is snapping his fingers, but it looks like just finger guns with no snap.

Yeah, that was me basically trying to get away with not animating all the fingers by having a sound cue. Maybe I should have Boss going "pew" instead, because so many people said they love finger gun.

I look forward to playing it again.

Thanks for all the testing, very helpful.

You can still dash while crouching. 

That helps from a game balance perspective, but on a visceral lizard-brain level it just feels really bad to instantly lose all my momentum.

At what day did you feel the difficulty ramped up by a lot? Any specific templates you found much harder? Did you always refuse to amp up the difficulty?

I accepted the first one I got (don't remember the specific day) because I didn't know what I was in for, but then I started getting overwhelmed and rejected the rest. I'm not gonna lie, I got a little tilted when I'd fail a run due to something like getting stuck in a huge vertical room for 30 seconds and being unable to get out, then having the game ask me if I wanted to make it more difficult.

 It shouldn't let you to start if the generation failed, so I must have broken it at some point

Well, it didn't let me start after it failed; it asked me to click a button to retry, and then it said ok, and then it failed. Come to think of it, I think I tabbed out of the game to make a note of it while it was generating, which might have caused it?

I think it must've been Baby Steps+ or ++.

Maybe if I add visuals it(the cutscenes) wouldn't feel so long?

Giving it some thought, I think the main thing is that you have to go through them

Line

By 

Line.

Maybe if you structured it more like a comic panel or full page instead it'd feel a lot faster?

 What would you replace it(ano...) with anyway?

If in doubt, go with uh, um, uhm, er, ah, or eh.

Maybe I should have Boss going "pew" instead, because so many people said they love finger gun.

I thought he was supposed to be doing a snap into finger guns, which seemed completely appropriate. I think a single extra keyframe in the animation where he puts his thumb and middle finger together before the index reaches full extension would do the trick.

Alright I will see about the momentum, and of course try to fix the failed generation bug.

I'm not gonna lie, I got a little tilted when I'd fail a run due to something like getting stuck in a huge vertical room for 30 seconds and being unable to get out, then having the game ask me if I wanted to make it more difficult.
Yeah, I can see where you are coming from.

The text goes line by line, because I plan for artwork to change after every line. So they are like short speech bubble that characters always react to. I guess I will need to add the visuals first to see if that works.

If in doubt, go with uh, um, uhm, er, ah, or eh.

I thought people hated those.

I will flesh out the animation. Thank you for all the feedback