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There's a really good concept here, though unfortunately not too much of a game due to time restrictions (which I understand, it happens to the best of us). I can imagine if there were a bunch of different rooms with different traps / ways to kill the explorer it could be really frantic and fun. Maybe that's something to think about after the jam. Nice work on this!

Yeah, a bit of a shame that it ended up like this :) I envisioned a kind of reverse-Spelunky with a number of different traps and a good player AI that would be able to dodge traps, but get killed by well-timed trap combinations. I knew the theme would be extremely challenging due to its focus on AI - and I ended up running out of time even way before that due to trying out a couple new game dev techniques and a completely new dev stack (libGDX and java). So in that regard it was a personal success, but a little meh as a game :) Thanks for the comment!