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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.