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Nice, good job. Like the Dungeon Master inspired battle system. Maybe less would have been more, I feel, like the maps could have been a bit more dense, especially, as I was short before giving up before finding the entrance to the actual dungeon. Maybe have a look at my entry, where I specifically chose a very small level as introduction.

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...I'm not sure I understand what you mean by "finding the entrance to the actual dungeon"? The only maps that I can think of which preface the actual dungeons are the 'outdoors' maps, which are almost entirely flat and only require the player to walk in a near-straight line toward the glowing teleporter - so I assume you aren't referring to those.

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Yes, exactly that. You really expect players to go on a straight line in an explorative gameplay, without a visual clue? ;)

I figured the shiny glowing gold pool would be enough of a clue, but clearly its purpose was much less intuitive than I thought. Good to know it needed more work on its readability.

There are multiple videos on YouTube about how Disney manages visitor guidance in their parks, an essential topic for level design. Like almost everything Disneys Imagineers do.