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Just some technical notes: The transition between tiles and turning is a bit on the slow side. Also the FOV is a bit extreme making it difficult to see if the corridor is 2, 3 or 4 tiles long. The camera also seems to be pushed back quiet a lot. I believe to show the ground of the tile the player is standing on? There are other ways to achieve this, depending on your engine you may want to look into whats called "Lens shift/offset". This is what I am using in my game with a FOV of 60°.

(+1)

Thank you for playing and the kind feedback.

As noted below, i am also not completely satisfied with the FOV, but didn't want to take too much time optimizing it, cause i wanted to spent more time implementing the game mechanics.

The transition speed always seems a thing of taste, but since the dungeon is not that huge i hoped it would work for most people.

The combat slows down the game even more, but that seems to be ok for most people since it is somehow the core of the game.