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This entry I think nailed the look and feel for this type of game, but personally I think the lack of audio and the bugs brought it down a few notches.

The world interaction was great! Being able to take and place torches and have it affect not only the lighting but doors and trapdoors was really cool. I especially liked the trapdoor puzzle sequence where you have to follow the specific sequence to make it to the other side. Felt like something out of Legend of Grimrock (which is a complement for me anyways).

I also liked some of the other interactions like having to click on locks while the key is being held, or having to take damage to progress. This latter part actually helped it feel like the dungeon had a mind of its own imo, even if there seems to be no health bar.

Sadly I wasn't able to finish it, got screwed up by the bug with the trapdoor reopening after using the key on it. I know you already know the issue with it though so I'm confident that will be fixed.

Also it's sad the inventory ended up not working because it looks really cool from the preview screenshots, though I do also agree with another comment saying it may not be needed if there's no combat or healing.

Anyways I liked what I did play, I hope you polish it up a little bit after the jam, nice work!

(+1)

Wow, thanks.
This was heavily inspired by Legend of Grimrock (especially the trapdoor path). I actually played it again just the week before the jam. I really went hard with building support for that interactivity into the core of the game and I think it is the bit I'm most proud of.  Every (or nearly every) interaction you can have with the dungeon can send signals that any other object might be listening for to trigger something. 

Most of the known bugs in the this version have already been taken care of or were related to temporary shortcuts to get something submitted on time and won't make it through to the next real iteration of the game so not worth taking the time to resolve.) I will be uploading a new Jam version once we are allowed that just has bug fixes and polish, but no change to this version's short mission.

I'm not certain what comes after that as far as when/how/where stuff will be released, but I will be continuing development. It won't be at a "game jam" pace though. I have a whole bunch of puzzles I want to implement and the overall feedback I've received on it has been inspiring.