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(1 edit) (+2)

Liked the title screen and ambience. Random dungeon generation and navigation must have been hard to implement. Well done! Some suggestions:

  • Players and enemies being capsules and the finish being a cuboid really let down the graphics.
  • You should be able to use WASD and arrow keys alongside mouse controls.
  • There should be passive blue bar regeneration, as running out of it basically means you can’t continue.
  • It was hard to see things, I think there should be more light.
(+1)

Hey, thanks for the feedback! 

Yes the world generation, level specification along with dynamic nav mesh baking were indeed quite time consuming. Sadly other real life things took quite a lot of time, so planned features  and designs had to be skipped, like mob designs, variations, different attacks etc. There will be after-jam versions of the project at some point with more content