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(+1)

There's something with good potential here - I like the idea of building your own dungeon then facing the consequences of that build. Though you'd want to balance an easier escape versus greater reward so the player has strategic choice weighing up pros and cons. 

I did find the controls a bit unintuitive. Tab for build mode should be displayed on screen at all times, basically - it's that important. It would also then work as an indicator showing you what mode you're in. N and M to move the build positions also took a bit of getting used to. Perhaps zooming out in build mode would free up the WASD from camera movements and allow more intuitive placement controls. Finally, E to open doors felt unnecessary - just open 'em up automatically.  

Otherwise, I think this is a promising POC! Loved the visuals and atmosphere. Any Blue Prince inspiration? I really loved that game and look forward to seeing its influence on new games. 

(+1)

Thanks for playing. I daftly removed the 'Tab' button message and went for a 'Build mode' label when it is active instead as the game sort of enters a pause state when you are in build mode. Maybe I could slow down time instead of completely pausing it... oh that might be a good vibe. Your comment got the brain thinking. Ta.

Agree with your other comments about controls and again I had the doors auto opening when the plate is stood on, but I switch that to an 'interaction'... some poor design choices in that last sprint for the submission deadline. :)

Thanks again for playing and the feedback.