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Really solid dungeon crawler. The tutorial setup was really well done for introducing the player to all of the mechanics. I thought the flashlight illuminating the true paths was a pretty creative twist on its use. Although I'm generally not a fan of flashlights and batteries in games, especially if combat is another concern, so I have to agree with @OzMaister on this one because I too often was wandering around without any flashlight battery left. It became both necessary to use in and out of combat between all the enemies and the constant hidden paths, and then it flickering as it got low made it even more difficult.  I also encountered an unkillable 'doomfish' during my playthrough that ended up stopping my ability to progress any further. I ended up having to respawn as a new character, run from the doomfish to find a battery, kill my previous self, figure out where I needed to go, kill more enemies all while still running from the invulnerable doomfish so I ended up in a scenario where I would end up in a loop of doing this and dying over and over again making more and more enemies lol. Hopefully you can figure out what bug is causing that invincible doomfish because I'd really like to be able to make it to the end!

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Thanks Jordan. I don't know if people are playing with the flashlight on at all times, as I cannot see how people are playing the game. I did update the WebGL version with double the batteries in the world (at least) to help accomodate that. Also I hope I addressed the enemy ai where after death they wave around the player. I haven't been able to reproduce the results since I also disabled their player detection on their death.

HUGE thank you for your feedback and I hope the game feels a bit more fun now.

The one worry about the player death spawning a new enemy is leading into a scenario that you describe about it getting too difficult at a certain point. I guess if I were to change the mechanics, I might just create a list of up to 1-3 new spawns and leave it at that maybe?

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Hey, glad to hear you made some updates. As for seeing how people play I hope this helps. The other day I ended up recording gameplay of a handful of games I played and rated and yours just happened to be one of them. Here's a link, yours is the first on this video so no timestamp needed:

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HUGE thanks for sharing that. It's nice to see someone playing in real time without me saying anything and glad that a lot of what I was getting across with the tutorial level played out how I expected. I didn't expect that much battery use of the flashlight during exploration, so that's poor planning on my part but I hope the doubling of batteries would help some.

Sorry you didn't get a chance to get to the cool stuff later on with the "Dark One" speaking to you ;).

I do see where I could remove some enemies in the earlier groupings to help the player ease in a bit more as well. I hope you had fun though!

Also I didn't think using "P" in the name would toggle the pause screen, so that's good to know as well...lol.

Rewatching your clip with the bug, I'm surprised the bugged "Starro (aka doomfish)" was there to begin with since you did kill it earlier and it did it's death animation and everything. Interesting...I don't have any respawning of enemies on player death (aside from your indoctrinated self). Hmm...