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This is a really solid foundation for a dungeon-crawler, and I hope you're able to continue to work on the game. The game's visual presentation and sprite work is fantastic and the effort you put into the player character's model is self-evident. Having an underwater theme helps make the game stand out immensely too. Lots of great little touches, including the slowly-revealing minimap in the UI , and a terminal output to show events. The hexagonal grid works well, although it took a moment to adjust to turning then moving - I wonder if pairing directional arrows, or mouse direction, might make things flow a little smoother and faster? Awesome potential here to expand on this but had fun crushing crabs with an anchor and exploring the depths nonetheless. Great work! 

Thank you very much! :) I only heard great things about your game and am excited to get it in my queue :D

Also we were thinking about adding other movement input, where you choose directions with a "hexagon on your keyboard" (e.g. WEADYX for QWERTZ keyboard)!

Yeah! I tried making a hexagonal game recently and that was my plan of attack with the controls (i.e. North is W, Northeast is W+D). A mouse or gesture based approach is probably better though. That said, if you're going down a turn-based strategy approach, keeping the current direction is probably a good idea!