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A jam submission

Dungeons of Rhamdon II BETAView game page

Roguelite Pseudo-3D Dungeon Crawler
Submitted by ithiro (@1r0) — 15 hours, 52 minutes before the deadline
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Dungeons of Rhamdon II BETA's itch.io page

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Comments

Submitted(+1)

These are not my main type of games, sorry i might not have gotten everything.

  • Really cool atmosphere. its unique and looks great for what you are going for
  • Combat is cool, feels a tad bit slow but i like the duck mechanic and various spells
  • Performance is a bit weird, hovering around 40 fps on a good rig
  • The mouse camera feels off, is it mouse acceleration? Its really sensitive even though i turned it down
  • Footsteps are weird, sounds almost as slowmotion
  • I really dont understand how to find hidden doors. I ended up on a floor with a locked door, no lockpicks but obviously something behind the wall to continue. I just couldnt get past this.
  • Small bug but i got this purple screen when i attacked the death guy https://imgur.com/a/793QnSg
Developer

Thanks for trying it out anyway!

GMS has some weird issues with performance, sometimes just running the game again shoots it back up to 60fps, but I'm studying ways to make it more optimized. There's no mouse acceleration at all for the camera, but the vertical part of it is like modded z-axis for DOOM, so it can feel weird. Locked doors are never in the way to the exit, that floor probably had a secret wall you could open to advance. You can find those by paying attention to out of place walls, or the [E] prompt when looking at them. And finally, that isn't a bug, you just got blinded by a spell.

Submitted

makes sense. Shows how much i know about these type of games, I just got stuck for 10 min before I gave up lol.

Submitted(+1)

First time playing -- your level design is great for communicating ideas to players like me that don't play this type of game that often. Good job introducing concepts bite by bite, I had an awesome time! Hope this video feedback is useful.

Developer

Thanks a lot for the video! Did you play this on Linux? I caught some rendering errors that only happen when trying to emulate it there. Apparently some people managed to find a Wine config that makes it work 100% (minus the weird wobbly weapons).

Submitted

yep I was on Linux using wine, so there were a few rendering errors. Still playable though 

Submitted(+1)

First time playing. I like that the stats actually mean something more than a flat damage boost / health boost. I hope there's a way to go really fast at some point, I haven't explored a lot.

The only thing that has me feeling iffy is really that something about moving around and the camera doesn't feel right.  Being able to look up and down feels annoying because you have to level your sight again like it's an FPS and the dash doesn't feel quite dashing enough. Obviously I'm thinking like Doom here, but doom wasn't exactly the most comfortable to play, as quirky as its controls are nowadays.

Regardless, I wish you luck, dungeonbro

Developer

Thanks for playing! You can definitely go really fast later on, or if you crank up that game speed setting at the beginning.

The sprint is less intense than other games because it doesn't require stamina, and is more a psychological thing to make you feel like you're moving faster. It can feel better if you set Shift Run to OFF, so you're always running when not performing an action.

The weird vertical part of the camera movement is an intentional thing to make it feel more like the z-axis isn't a "real" thing in the game, like a vertical aim DOOM mod.

(+1)

You absolutely nailed the atmosphere. Just works beautifully, no qualms on art or sound design. Thick fog, chunky textures and ominous sounds, love it.

I'm... absolutely terrible at roguelite-type games, so a lot of that was bashing my head against a wall. Quite literally, when searching for secret walls.

But generally it works. Taking out 3 axe-throwing goatmen in a single rapier strike is orgasmic. Having the rapier break on the boss when you have no alt weapons and putter about the room hitting it with a rock and waiting for death, well that's an interesting experience to have more than once.

Good luck on the full game! There's absolutely an audience for it. And love the environments. Especially the opening village.

Developer

Thanks for playing the game! Glad you liked the graphics and sound.

About the more frustrating parts: Learning how to conserve your weapons is a big part of the game, so using the traps, and even other enemies to do your job for you is a good idea. Using spells wisely, not hitting the walls and being mindful of breaking crates with your weapon instead of a kicked goat is also good.

And a little tip about the secret walls: you can guess where they are by the placement of the torches in each room.

Submitted(+1)

Still as fun as when I played it last DD, although I don't think these goats with throwing axes were in the spawning pool for the first few floors (or I was lucky to not get them, they're kinda annoying for a starting enemy) 

Still love the sound design, sets the atmosphere well, although occasionally there's a bit too much going on all around me in other rooms and I can't tell what sounds are where.

Had a bouncing lightning bolt get stuck between me and sand cube boss, killing me almost instantly (feels bad)

Noticed the moon in the town outside for the first time, looks a little goofy so low overhead 

Dodging feels better than I remember (dunno if you touched it at all, but if you did, good work)

Kinda wish I knew exactly what item effects did upfront, maybe im not looking in the right spot, but I could see experimentation being part of the game so not recommending you change it (and if people really cared they'd probably look it up on a wiki or something)

I win a run one of these days, keep up the good work!

Developer

Thanks for playing!

I'm considering reducing the sound propagation to reduce the auditory chaos a bit, thanks for the heads up.

The chain lightning is really strong, but terrible for lone targets as it can easily backfire like it did, you can still dodge if you anticipate it, though. Lots of spells are dual-edged blades like that.

I wanted the moon to look as fake as possible, but maybe I should've gone with a different approach?

And yeah, figuring things out is part of the game. But if you feel like you're not given nearly enough to do so, you can report that and I'll see if it can make it easier to understand.

Thanks again!

Submitted(+1)

if you're going for a fake moon, it certainly looks unusual, but I think because it's flat like the sprites for the people/mobs it's hard to tell if it's intentional. Personally, I thought it was that way because of some limit to draw distance that would make it disappear if placed any higher or something. Not sure what your average player would think but it made me stop and look at it, so might be just the way you want

(+1)

First time playing this game, man it's fun as hell. Definitely GMI. I'm bad at it tho, only managed to make it to 9th floor lol. Gonna play it again tomorrow. Nice job anon.

Developer

Thanks, I'm glad you liked it! Every little thing you learn in the game can get you a lot farther, so keep at it!