Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Super fun follow-up to last week's entry! I love the addition of the dash mechanic - it makes traversal so much more interesting and mechanically fun. I basically never find myself truly stuck/softlocked which previously felt like a bummer when it occurred. It gave me more time to appreciate the worldgen!

A few notes: I found that because your results comprise both score and points that I really didn't care much for my score in particular and therefore had no issue with burning it for dashes. I think personally this is fine because I want to use my dash (and tying it to depth is a smart way to limit this) but it doesn't really feel like a strong cost on myself. Also, I wish the hitboxes on the spikes were a little more forgiving, I often found myself dying because I ever so slightly grazed the corner of a spike which is never fun.

I would personally be interested in the game leaning more into exploration and having more interesting world design as it progressed to further incentivise wanting to go deeper. Though I understand that might be a terribly large undertaking!

All in all I love the direction you're taking this!

(1 edit) (+1)

Thank you for the kind words again! Really appreciate it.

I definitely agree - I'd love to focus more on the exploration in the future. And note taken regarding the spikes! Will add it to the top of the TODOs for next week's jam.

I'd love to add more generation... structures, other dwarven explorers, etc - but time is a huge constraint. My mind is always racing with these ideas, I love procedual generation so much :D 

Thank you again for the feedback and support! :-)