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2. The player’s role in Dungeon is as a knight escaping the Dungeon that the game is named after. Other roles include skeletons, however they neither have anything to say nor do they harm you. The conflict is the confines of the dungeon and the dangers within it. As a platformer, there are gaps between platforms that send you back to the start of that section if you fall in them. This is the goal of the game, to escape the dungeon by jumping between platforms without falling into the pit of skeletons. This makes jumping the core mechanic, because the quality of jumps is what separates a successful maneuver from a failed one. Height of jump, timing, and movement speed while jumping all help determine whether you will cover the distance of a jump, and whether you can stay on the platform that you land on. Horizontal movement is also a key mechanic, but I would say the game is more focused on jumping because movement is largely important for the way that it affects jumps. The resources of the game are beans, which you can pick up in cans along the way. I never found a use for the beans, if one exists, but I gathered them all nonetheless. These mechanics essentially describe the rules: move and jump across platforms to the right until the end of the dungeon is reached. You cannot move backward through scenes, and the dungeon roof prevents you from moving too far upward. This simulates a real-word dungeon escape, an experience that I unfortunately have never had.