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-I like the new dungeon music, pretty chill. To commemorate it, I wore some sunglasses while I played for ultimate coolness.

-The mana indicators around the center reticle are crusty looking, and ought to be replaced/improved. It's been bugging me for a while, though I know it's a very small detail.


-Well done with the seals screen, easier to parse now. I think it's a good idea allowing the player to visit the screen every dungeon run, allows for easily switching things out without risk, and removing the possible tedium of rolling for it in the action planner.

-On the time limit screen, some sort of divider or more space should be between the pay gold for unlimited time and the pay gold for extra time options. I nearly missed the second option's existence since it all look like one big block. Though to be fair, that's mostly my brain assuming it was like last time when it was just the former.

-Typo: "Automatic Toltips", in gameplay settings.

-Dope, just realized you added a 3D map to the first room. Now I feel silly about recommending a 2D map solution some time back, 3D even covers vertical rooms. Well, I'm assuming anyways, haven't got there. Oh, and I didn't realize that the timer is now paused until you exit the room, nice.

-Found my girl's figurine, very cute, thanks again. However, I found out that if you throw a figure below you, you can stand on it and get a free jump. Probably not intentional, but fun.


-Got lost for the first time in BabySteps++, I was just thinking that it would be cool if you could choose a sort of 'continue to explore' option after timeout, so you can see how close you were, or to otherwise try to understand the layout you had. Though, that does go counter to the usefulness of the training room, I suppose.

-While in timeout(fail) state,  you can alt tab to access the pause screen despite being unable to open it there otherwise. This is bad, because resuming and accepting defeat will keep the mouse invisible until you restart the game. However, you can still press cancel run from the pause menu instead to resume normalcy. Though for the average user, they may not realize. You can also still press left and right in timeout state to get the camera tilt, which is a bit funny.

-Maybe I'm just missing a mechanic, but it's impossible to get over this wall if you don't have mana(It's just a green slime pit with green boxes). Crouch jumping on the boxes below don't give enough height to climb up. Though if it's intended, then fair enough.

-I wanted to try adding controller inputs to see what it was like, but it seems like the rebind system won't allow for it, too bad.

-Only felt like playing an hour and change, though I will say I enjoyed myself more than last time. Nice progress.


Damn Wierdox, that's a lot of feedback. Thank you very much. I'll try to address everything you wrote without quoting to keep the message shorter, than needed.

  • I am happy you liked new music. Playing with sunglasses must be very cool.
  • The retical mana indicator is just scaled circular boarders. They are placeholders, but I fully understand how they might bug people. I will make sure to change them for next DD
  • I am happy to read the seals screen works much better now.
  • The time limit screen will need to be overhauled. I always find it hard to fit everything I want in UI.
  • Thanks for telling me about the typo
  • The 3D "map" is a good compromise I think. It doesn't not give you the full picture, but it can still give some useful information.
  • I am happy you found your figurine. As for the jumping, it's actually a semi-secret mechanic intended for crates (you can run around with a crate, and then still throw it under out and bounce off it for extra height and more mana or extra time). I don't prevent the jump from thrown figurines, because I think it is hard to reliably execute especially under time pressure. I wonder if you were able to jump off it reliably during gameplay, or if it was just something you noticed in the entrance room.
  • About exploration after failure - That's sort of what the unlimited time option can be used for, especially when you combine it with custom dungeon seed option. In theory for some late game challenges, players could memorize whole dungeons, and then replay them later. It costs resources and takes multiple runs to prep, but it might be worth for some people.
  • About the alt tabbing - thanks for bringing it up. I made it so the game automatically pauses when alt tabbed, but I did not consider checking if the run already ended. I will need to fix that.
  • About the room you could not exit after you ran out of mana - you can reach the ledge if you crouch jump from vines to the left of your screenshot. You are not the first person who got stuck in that room thinking they soft-locked themselves. All rooms are "beatable" with no mana. Maybe I should pt a sign there reminding players about that.
  • about controller inputs - I guess you could cheat them with steam's controller set up or something, but I really don't think this game should be played with a controller.
  • Thanks for telling me you felt for playing for one hour and a bit. Given the game tests memorization, I don't expect players to play for much longer than that in one sitting. My plan is to give players "breaks" from dungeon runs in form of action screen systems and more cutscenes in future.

And thank you for the last gif. You played for about one hour and you still got new systems to discover (achievements and skill tree), which is about what I expected based on watching streamers in the past. I guess this is going to be one of those games, in which players feel new for quite some time ha ha.

Thank you for all the feedback

(1 edit)
I wonder if you were able to jump off it[figurine] reliably during gameplay, or if it was just something you noticed in the entrance room.

I did it a couple times, to middling success. It also saved my run when I thought I soft locked behind the green pooled wall. 

About the room you could not exit after you ran out of mana - you can reach the ledge if you crouch jump from vines to the left of your screenshot.

Now this I didn't expect. I never thought that you could crouch on a vine, the concept sounds foreign. If anything, I would assume crouching would lower me down. Maybe it is explained in the tutorial, but I didn't play it this time around. 

No, I only explain you can jump on vines. I did not specify you can also crouch jump on them.

It also saved my run when I thought I soft locked behind the green pooled wall.
So clutch. I wonder if your heart skipped a beat when doing that.

Thanks again for your comments