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(+1)

I got the beholder to under 800 hp but had to stop because it would have taken way too much time. However, I really like the concept, I think that's a really cool idea! The graphics are really nice too, I like the simple dungeon vibe.

The chest spawning chance is probably too low, I could often go 10 floors without seeing even one, so those particular runs didn't do much damage but took a lot of time. Since the floor are already growing bigger the deeper you go, I think you could reasonably spawn one chest per floor at a random position but perhaps reducing their healing value so the player would have to decide if it's worth getting or if the stairs are more efficient. 

But I thought that was such a cool idea that could easily expanded with obstacles, moving enemies, and more. Great work! 

First of all, thanks for the feedback! It is very much appreciated.

Honestly, this was the first time I joined Trijam and I ended up not having much time to test the game and fix the balancing issues. It was originally intended to have multiple chests spawning in every floor, but I had to compromise due to time constraints and the quickest fix that I could’ve done if I had time to test properly would be reducing the Beholder’s total life.

Originally, the chest was intended to be a random buff with 75% chance of giving you 8 POW and 25% chance of fully restoring your HP, and it also had a 2% chance of spawning per tile on the map.

A friend of mine also noticed that if you don’t get a chest in the floor, they simply stop spawning, so that’s a game breaking issue that I also have to fix in the future.

I might take some time this week to make the game according to the original plan while adding a bit of polishing as a way to practice as well.