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Pathing and random generation took most of my time, i just put the debug button i used in development for quick regeneration as a "i am stuck feature" and went on to make the game an actual game rather than squares on the screen. I was gonna go back to those but didnt have time. My idea with limited pathfinding was like when you double back to start room the new dungeon delver will suprise the player and it will be like ohhh the dungeon delver is "the player" and if a dungeon was empty you would just go kill the only moving thing inside. But i never actually sat down and watched someone play the game so i have no idea how that turned out

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Thanks for explaining - it totally makes sense and I like the strategy it teaches that you have to make sure you've left the start spotless so you don't come across the adventurer at the beginning again! Yeah, playtesting can be a missing step in the development cycle.