Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Well this was really interesting to play!

It feels like a narrowed down, refined version of Dungeon of Dreams 1. Where the first was more kinda Minecraft like with almost every block being destructible and there being multiple enemies scattered all around the map. This was far more laid back, less grindy, and more focused on an almost puzzle-like exploration. And frankly I think it was a good direction to go in!

It felt very chill, but I still had to keep track of my items, and I liked that the map was an item that had to be picked up first. The exception to this vibe of course being the unexpected boss fight. Where I decided against buying bombs and got wiped instantly lol. Fortunately you added a respawn point which is nice.

I also really appreciate the addition of a speed upgrade. And I like how the player is rewarded for being inquisitive in the first stage of the game and exploring, but without being told that they were actively prepared for a boss battle. I assumed it was going to be a score of how much loot I found before escaping.

As for the fight itself I thought it was a bit rough at first with the attacks doing damage over time to the player. But once I figured out the boss's move set I think it actually balances out quite well.

Also as an extra note, the main menu is surprisingly polished!

Overall I thought this was great, and I applaud you reusing stuff in the sequel to your last entry, but using them for a game with a completely different feel!

Excellent work!

(+1)

Thank you for your insights!

I really wanted the game to have two different stages but I also wanted them to blend in a good way. 

I also generally strive not make my games so not to waste players time. I consider their time precious and I try to make the games responsive and interesting. The main way to accomplish this so far has been to work on fluent controls and snappy movement. But I now also try to balance the general gameplay as well, which is a lot harder to get right. I will keep working on it though.

I'm glad you liked the speed upgrade. It seems like other players don't even notice the speed increase, but the 20% is actually making dodging the boss a bit easier. And the possibility to smashing out bombs also increase by the speed, but the control decreases since you have to time all inputs a bit more precise.

I am working on fixing up bugs and making some polish for the post jam release. If you liked the menu in the jam version you might like the post jam release even more, since I have put a few hours into making it more appealing.

Thank you for playing!