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Nice (smelly, nasty) little dungeon

A topic by Asherett created Mar 07, 2024 Views: 90 Replies: 1
Viewing posts 1 to 2
(1 edit)

Very cool stuff, and this is actually something I could easily use for a oneshot, being relatively certain it's actually finishable in, well, one shot. Which is surprisingly rare!

Here's some minor feedback: 

  • In room 2, last paragraph, I didn't immediately clearly understand which portcullis the guys from 3 are supposed to shoot from. Had to inspect the map carefully to get it. Unfortunately I'm a dunce and unable to offer some immediate suggestion for improvement.
  • In room 4, I think you've written "east" meaning west.
  • Room 6, why is this ordered before 8, which you have to pass through to get to it? I'd have renamed 8 to 6 and 6 to 7, 7 to 8. Just makes it a tiny bit easier to grok.
  • Room 8, description doesn't fully match map. Map shows there's two portcullises (west and north) and one door (east) out of the room. Description mentions a door to the north, probably means the portcullis to the north? But mentions a lock. Could mean the door to the (north)east, but that should be in working order to transport hostages into 6 maybe?
  • Anyway, there's a ton of delicious details one can focus on here (possible hostages, Aberith climbing into the crawlway, the inexplicably crazy diamond), just lovely stuff!
Developer

Thanks for checking it out, I’m glad you liked it! I’ll take these in order.

  • Since there’s only one portcullis in room 2 I’m also not sure how this could be clearer, but I’ll definitely keep an eye out for other people getting tripped up by it and see if it needs attention.
  • I have! Well spotted, thanks. I’ll fix that soon.
  • This is basically a proof of concept for my dungeon generation tools. The numbers come before the adjoining passages in that process. For most releases you’re right that this is something I would change before publication, but I wanted to present this as it came out of the generator. It’s a valid criticism, though.
  • This is entirely an oversight on my part. I missed the northern portcullis when I was keying the room. The locked door is in the east wall as indicated on the map and the text is incorrect, and you’re correct that the lock should be functional. Will fix.

Thanks for the feedback, I appreciate it! *