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That's a great UX suggestion about clearing the sonar, a couple other people have mentioned similar issues so it'd be a big improvement. I reckon it could be squeezed into a v1.1 without too much trouble!

The procedural generation was really fun but SO token hungry! I'd love to revisit the idea in a different engine to explore more ways that the levels can overlap - obstructing some areas, giving you spaces that you can look into but not drill into, going up and down between two floors (kind of like what you suggested on bluesky!).

I really appreciate you taking the time to play the game and leave such a thoughtful comment, thank you!