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What an impressive and highly-polished entry! I'm also stunned that this was made in Twine, and I'd really love to read more about your modifications at some point!!

Some of my favourite bits:

- Great controls and settings (including volume sliders and customizeable key bindings!), with some nicely enjoyable dungeon-crawling.

- Being able to retry from the start of a floor was nice!

- Very effective and creative use of a wide variety of graphical/audio assets, including tons of really fantastic edits!

- Lots of fun little things to discover! "For a few floors more", the passguns, the signs, all the quirky creatures and characters... I loved seeing all the different floor themes.

Two things I remember having a bit of trouble with were speaking to characters (I wasn't sure when a kick would count as talking or attacking, and I almost missed the subtle links inside dialogue text), and navigation in the bigger levels (a minimap would be so cool to see, if that's something you'd ever consider adding in!)

Also, I have to admit the ending  bummed me out! I appreciated the twist (and the bits of worldbuilding scattered throughout the dungeon in general), but I would have liked to have a bit more agency in how the story plays out and/or for the story and gameplay to tie together maybe a little more clearly?

But I'd definitely love to play more of the game in the future, especially with the features you mentioned wanting to add! This is great stuff and super cool to see!

(+1)

Thanks so much for the praise, but especially for the meaningful feedback!

Link visibility is an easy fix. So is kicking to chat. I mean, I *could* add a chat button, or even trigger chat by clicking on the npc. But I won't, because people kicking each other to say hello is too funny to pass up. I was thinking of adding a guard npc to the entrance. That'll make a good learning moment to teach that mechanic.

As for the minimap, I'm incredibly on the fence for all the usual reasons and a few more stemming from my own design goals. I'll definitely add a radar to help track nearby mobs, but a minimap? It'll take some more thought. Possibly make it a toggleable thing...? For now, I'll add some more signs and unique map features to help track location. Maybe something like the rocks from dark souls too.

As for the ending and lack of story choices... well, I kinda ran out of time for the jam. The beginning and ending were casualties of this fact. I'd always intended on it taking multiple runs to complete the full dungeon, and choices on early floors affecting things on later floors and even later runs. The chat system was built with this goal in mind actually. Expect more secrets, more choices, and a few proper endings in later updates.

I'll do a proper writeup of my modded SugarCube2 when I get close to releasing it. My short term projects are more or less a test run for that. This one included. (Hence the key bindings!)

(+1)

I'm so glad the feedback could be helpful! 

I feel like I missed some details in my last comment, so just clarifying in case it can also help:

- I also enjoy the kick-to-chat idea, it's just the uncertainty about which enemies are chat-able that made me hesitate! It seems like the overall rule might be "enemies that don't chase you are safe to kick"? But there are a few times I avoided kicking a character because I was afraid it might trigger a huge fight if I guessed wrong, and I was discouraged from experimenting because dying on longer floors can feel so punishing (though of course that last part could change depending on adjustments to difficulty or to the save system, etc.!)

- Regarding the minimap, I was imagining something simple that fills up as we explore, but may not necessarily give all the info (for example, not revealing hidden rooms until they're entered). "Minimap" may be the wrong term actually, I guess I meant a simplified and scaled-down dynamic map? But I like your ideas and suggestions, too!
Honestly most floors felt good to me with their natural shapes and scenery markers, and I didn't feel a strong need for a map while playing those. It was mostly just the spooky floor that made me wish for some way to more efficiently track where I've been, since it requires a lot more back-and-forth while combing every room for the right scenery.

And I definitely understand about running out of time, haha...

I've bookmarked the game and I'm really looking forward to later releases, all your plans sound super cool!! (Especially very excited about the SugarCube writeup, it's such a fascinating accomplishment!)