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(+1)

"Game completed - Congratulations"

This was amazing.


I think the save system does not work properly, the tiles where you left dead enemies are now stuck. When I realised that I just saved at points where I could not go back and it worked.

I did not use the dynamite, where you supposed to use it for the boulder stack, at first?


It took me a while, it took me some time to find the first underwater key, the maze I mapped with pen and paper and it's actually not that big so it went fast but then the last sequence I truggled with, in part because I did not want to save and get stuck so I kept restarted the entire sequence and got smashed by the boulder a couple of times before finding the right solution to the boulder problem.


The game looks and sounds great. More important since you dealt with 6 directions, it controls great (for some reason pgup and pgdown did not work, but right click is perfect).

Combat works, I was doubtful at first but after you get the knife it does not waste your time. You can step dance if you want to but don't have too and I think it's fine this way.

However the best part of the game is obviously not the combat. The dungeon is excellent, it's just traditional dungeon mechanics put into a 6 direction maze, and it works great.

You've got an involved inventory system and resource management is good too.


The game is quite big, and I loved every sequence. Congratulations.

Thank you so much for playing our game, and for completing it. Thanks for the telling us about removing the rock pile at the end without the dynamite. We treat the rock pile as a barrel and yes, you can indeed remove it with the crowbar we just found! Doh!!!

Sorry about the load/save problem with the enemies still blocking the square. It was a bug we introduced at the end of the jam when trying to get enemies to disappear once you'd killed them, and we missed a crucial line of code.

We'll definitely work on making combat more engaging post-jam.

Feel free to check out our devlog if you want to see more in depth how we did it all:

https://rebello.itch.io/dungeon-diver/devlog/514563/how-we-made-dungeon-diver

(+1)

Combat is good enough and your timing twist is fine, it was perfect for the jam. 

If you expand on it I'd say that in this kind of real time games what can be fun about it too is fighting enemies under doors, make them fall into a pit by stepping on a plate at the right moment, in your case you can have harpoon traps underwater that the player has to avoid but can then be  used to their advantage to damage enemies, maybe something triggering mines is possible too although I can't think of a good way to do it right now.

I forgot to mention the enemies' name in my previous comment, giving cute names to things you're going to smash is rude and hilarious, I love it.