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Wow, thank you so much for the amazing and thoughtful feedback! Hearing from a true arcade Dig Dug fan means the world to me.

Regarding the clunky controls and the difficulty of navigating in first-person: You totally hit the nail on the head. Actually, this game is heavily inspired by hardcore tactical roguelikes like "Shiren the Wanderer". The slight "clunkiness" of the controls, the unfair enemy spawns, and the disorientation are somewhat intentional.

The core fun of this game isn't just smooth action—it's about dying repeatedly, learning the quirks of the 3D grid, and discovering your own cheesy strategies (like trapping fast enemies with BOMBs or carving shortcut loops) to outsmart the system. It’s a high-stakes puzzle where you overcome the "unfairness" through trial and error!

That said, your idea about having a 3D map overlay/insert inside the First-Person perspective is brilliant. Adding a mini-map overlay would definitely bridge the gap between action and strategy, so I’m absolutely going to look into implementing that!

By the way,  "taproach alpha". To be completely honest, when I first tried it, the roaches' movements were so intensely realistic that it genuinely grossed me out, 😂 

But I decided to give it another shot from a developer's perspective, and wow—I was absolutely blown away. The underlying logic behind their behavior and how they react is brilliant. 

As a fellow programmer, I can see how much care and smart logic went into coding those polished, lifelike mechanics. It’s a beautifully executed and wonderfully addictive project! 

Thanks again for the encouragement and for sharing your great work. It gives me a huge motivation boost!