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(+1)

It feels rough. The areas are open and take too many steps to traverse. It's hard to gauge whether the enemy can damage you since stepping away to the side still makes it possible to get hit (or hit enemies). Maybe that's intentional, but it felt weird.

That said, I liked the little moments where I could instakill a cyclops by sneaking up on them.

(1 edit)

Thank you so much for your review/feedback! I totally agree everything turned out way too large/empty/lonely. I had big ambition to fill it up with all sort of things, but sadly none of it materialized in time.
I don't think I intended for enemies to still be able to hit even when you step away - I'm probably missing some vital checks in my code. In hindsight, I spent way too much time overall on the wonky, semi real time combat with actual collision detection shapes for each part of the model bodies. I should have gone with a completely different system. Maybe a more turn based style just fits the dungeon crawler format better.