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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.