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(+1)

Nice job! I, as per usual, forgot to read the notes at the bottom, so I was really confused as to how this was "roles reversed" until I died, which ended up being a really enjoyable twist. When I was planning  for this, I wasn't able to come up with a role-reversal that didn't somehow involve an AI agent taking the place of the player, but after playing this, I'm realizing that it wasn't necessarily the player's agency that had to be reversed, rather just some property that traditionally belongs to the player (in your case, it was the player's upgrade system going to the world, and the world's randomization system going to the player). Even if to you this seemed obvious, I think that was really well thought out!

I think something that the game is lacking in is readability: in order to make this sort of game work, the player has to be able to connect points on the map to the current room, and because they can only access one or the other at any given time while playing, they need to be able to remember the room layout. Here's the problem: if it weren't for the enemies and barriers, all of the rooms would be completely identical. 

The simplest change I think you can make to fix this to add small cosmetic alterations to each of the rooms, sort of like what you're doing with the barrier blocks already. Easier said than done, of course; I know how confusing procedural generation can be, even in its simplest form. The fact that you pulled off a functioning procedural generation algorithm in under forty-eight hours, and, at least from what it sounds like, you've never attempted something like this before. Great job!