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Ran back and forth dumping stuff in a chest, shanked some zombies. Played in singleplayer. 

It loads very fast, inside the dungeon <10 sec after the Unity logo.

Needs drag and drop in the inventory, not just click to drag. (the shift click is good though)

You should see your current cash all the time when in the base, not just when pressing Q.

Chest could have a sell all button?

Tooltip for grappling hook got stuck on screen one time when entering the dungeon, it disappeared when I threw it on the ground.

I assume there will be a lot better stuff later deep into the dungeon, right now there's so much stuff next to you to vacuum up. Didn't see much point to delve deeper and risk getting lost, which is easy. 

Grappling hook is pretty finicky, getting stuck in weird places and so on. Maybe its something to get used to.


(1 edit)

thank you for the feedback!

im right there with you for most of this.

My plan for the dungeon (and i have a lot of the systems for this engineered already) is to split it into multiple smaller areas separated by simple teleporter doors. right now the sewer is... 6-10 tiles i think? i would drop it down to 3-4, with a doorway that takes you to another area with 3-4 tiles, and then that maybe has a doorway to ANOTHER area with 3-4 tiles. that way the map has more structure and its therefore easier to tell where you are and to navigate around each area

then there'd be additional ways to get between the levels. for example bottomless pits would drop you down to the lower level, or you could ascend a trapdoor to climb up to the next floor

grappling hook needs another pass. right now it doesn't deploy when it touches a slope but maybe i should just change that to always deploy