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The bottom text lured me into triggering traps multiple times, but of course they only act once. IMO they should be removed after that, but that is just what godot wants me to do. Kudos for using pygame. It was a really interesting game. I would have liked smoother movement, but that's a challenge for me to see if I can pull off in pygame. I smell the M.U.D. potential here.

Music was great; could have been longer, but I can't miss what I never had. You even had another track for the end game which I didn't listen to so much.

With the darkness, how come a row wasn't set aside for white text? The font was nice, but I would always pick legibility over style; but I never even found a pixel font.

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Thanks for all that constuctive feedback, and for actually playing! Less of a pygame issue for the smoother movement, it would have been much smoother if I had used animations alone, but this was my first time making a game or art for a game, and I didnt want to spend too much time trying to learn how to make animations. If you are considering it for yourself, hooking delta time into the movement as opposed to grid-based like I did would also help. I actually think the the idea you gave for the text reading issue particulary for traps was probably my favorite idea i've heard and something I wish I would have though to implement. Thank you!