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(1 edit)

Good morning! Thank you for giving it a play and for the feedback. To address your thoughts:

>Intro
Will completely changed. Just wanted something to happen on game start, since people complained it started too suddenly. It doesn't make a lot of sense story-wise, but I just wanted to have something instead of nothing for DD

>new stuff

Barrels are randomly placed - a lot of the time they try to place a copy of themselves nearby, but can't for whatever reason, so you get a lonely one or two barrels in the middle of the room. It looks a bit awkward, but I wont look into it too much for now

>room visuals

Thanks! This is all thanks from your thread feedback about props and empty rooms. Glad it is better now

>bad bow

The feedback is mixed as always - either the bow is busted (anon under you basically beat the game with a starter bow and claimed it was easy) or it's useless. Balancing is tricky, I'll try and address this slowly over several patches.

>Quickswapping 

it's coming! I think almost every single feedback mentioned wanting to quick swap - i'll do it i swear!!

>intelligence description, "Intelligence is said to increase spells lots by 1 each point, but doesn't. "

i'll need to check since I didn't boot the editor up yet, but the phrasing is "leads to increases", which i guess is super awkward if you're not aware of it. the idea is that a spell slot is unlocked after X points, and the amount of points increases after every slot (so first you need like +5, then another 7, then another 10, etc). I will need to fix that.

>crash!

I'd be interested to hear more details about performance. What's your rig like? Average fps (can guesstimate - is the gameplay always choppy)? Where does it begin to lag, if anywhere? Do you just play without any issues until a sudden crash? The more details the better. I'm asking since Floor 3 (Lower Dungeons 2) should be exactly the same performance as Lower Dungeons 1. There's nothing there except different enemy meshcounts, but LD2 has lower poly enemies: the skulls are very lowpoly, same with the transparent boys and archers. Only the flies are a bit complex, but that's a store asset and I have a model ready to swap to, I just havent gotten around to it yet.

Thanks for giving it another shot. I'll reimburse you should you GPU detonate

(+1)

Its issueless until my GPU Decided to drop. I wouldn't read too much into that, I get that on a few Games, its pretty likely its on my Side.

Replying here so you get a notification that i've read your edits

I didn't expect anyone to make it past the password checker, to be honest. As i mentioned to another commenter, everything after the Golden Goblin is absolutely flimsy and (in my mind) not worth suffering through. The fact that you've seen all your models in action is good enough for me - you've done your part and can rest easy until my next submission! 

I'm very glad you liked the lore bits. There's another similar NPC in Lower Dungeons 2 (well, they're dead so not really an NPC, but they have a textbox with things to read)

>Save system

It's 100% on me. Saving is an absolute pain in the ass for these types of games, since I need to save all the levels, all the interactables (and whether you used them or not), all the enemies and their named variant/stats, barrels, props, etc. If something breaks, it can easily cascade and lead to a corrupted save file. Where specifically did you save at? I assume it was in that level and you didn't reach any of the bonus ones (or the secret one!)

Most of the effort for this DD went into the first floor and the Halls of Pain level. Since both of those were enjoyable for you, I consider this to be a great success.

Thanks for playing and for the detailed feedback and of course for the excellent models, I appreciate it all a lot! 

(+1)

I must've missed that Corpse. Shame.

I can't give you a specific where I saved at, usually at every Level end, every Level beginning, and a few Times in between, whenever I cleared a nasty Room or something. I saved a lot.