Hi, if you're still looking for someone, I'm interested. I'm not sure if you have a set idea in mind already, but I have a couple of concepts for the premise too. My discord is doppelganger360
DesignerMan
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You're correct, it is procedurally generated! The game uses a depth-first search to draw edges between nine nodes, then creates rooms and passageways accordingly. Sometimes cycles are added to the floor map for variety's sake. I took inspiration from the algorithm described here: https://essentialsdocs.fandom.com/wiki/Dungeons
Thank you for playing :)
Ah that makes sense, I forgot to include dialogue explaining the turn based element, so I understand how it could be mistaken for real time gameplay. There were tags for roguelike and turn based, but I've now updated the game description to ensure its genre is clearer for new players. Nevertheless, I apologize for the lack of clarity on the subject, I would be delighted to hear your thoughts on the gameplay in light of the turn system (no obligations of course).
Hi, thanks for playing the game. I agree that an expanded tutorial would likely be helpful for new players.
However, I'm a little confused by some of your feedback. Could you clarify what you mean by missed inputs?
Also, the game is a turn-based roguelike as opposed to operating in real time, so I'm a little unsure what you're referring to when you say you were trying to buy time by evading, since that does the exact opposite by allowing time to pass and other characters to take their turns. You are able to move at an uninterrupted pace when an enemy isn't on screen for convenience, but every step is still taking a turn.
Anyway, thanks again for playing the game and feedback :)
Thank you for your thoughts! I definitely agree with you about the RNG, I don't think it ever actually reaches the point where it alone will defeat someone playing optimally, but the small dungeon layout and the infrequent occurrence of loops in the layout likely exacerbate the issue.
Mystery Dungeon was a huge inspiration for the game, although I took more cues from the Shiren the Wanderer Mystery Dungeon series where the enemies all have unique effects on gameplay. I recommend the series if you ever want to try a more polished version of this style of gameplay.
If you're willing to give it another try, here are some tips to make it to the end of 5 floor mode:
- Choose the defensive playstyle.
- Use your items and special abilities whenever you are facing a dangerous situation. There is no value in hoarding them.
- Don't attack the white animals (lambs), if you instead remain by their side for ~3 turns you will be fully restored in health and sanity (SP).
- White lambs and black rams can cover documents, so it's important to deal with them.
- Only move toward flocks of eyes if the eyes are currently open. Try to defeat them whenever possible, they provide good exp.
- Try to have the same number of levels as the floor you are proceeding to, before leaving a floor.
- Prevent Gray-White Flames from getting the first hit by waiting for them to come to you.
- Early on Candles, Spiders, and False Statues are the most dangerous enemies in that order, but on later floors only Candles and sometimes False Statues pose a threat.
- Don't be intimidated by the boss, if you avoid facing its floating eyes and dodge its lightning, then you should be able to take down its core.
Anyway, thanks for playing the game! I really appreciate the feedback :)
I mostly enjoyed playing this game, there were some fun mechanics and the concept was interesting. That one puzzle which involved sneaking past the bald guys was challenging but fair. I didn't get to finish the game, because I got stuck sometime before the game's ending. I entered the room with the notes and documents (some of the more disturbing of those descriptions live rent-free in my head now lol), but I couldn't find an exit. I probably just missed something though. I do think some of the more sensitive content was gratuitous and unnecessary to creating/maintaining the game's atmosphere, but that's just my opinion. There definitely is precedent for similar stuff irl. Anyway, good job, this was a cool experience!
This is a fun game, I like the different mechanics you introduce and the puzzles to solve. The only significant bug I noticed was that the vaults/safes loaded in earlier than everything else. My only other suggestion is to add more mechanics to make each level more unique. Anyway great job making this game!
I really liked this game, the concept is interesting and the multiple endings element was cool. It was thought-provoking that the happy world was less of a paradise and rather a (quite literally) sugarcoated world. One thing I found a little confusing is how the highlighted dialogue would switch between our character's words and the words of others. Perhaps using colors to differentiate the characters' dialogue would make it more intuitive. Anyway you did an awesome job with this game :)
Hi! Your music is awesome and I would love to have you on my team for the Themed Horror Game Jam #17. I can share more details over discord, but we're planning on making a horror roguelite game featuring an eldritch entity. If you're interested, my discord is doppelganger360
Thanks for taking the time to read this!
Hi, I really liked the piece you shared! I'm a programmer and pixel artist, if you aren't already part of a team, I would love to have you on mine! I'm planning on a rougelite/rpg mash up, I can share more over discord.
If you're interested, you can contact me on discord at doppelganger360
Thanks :)
As team artist I'm happy to hear that my art worked well in the game. We'll definitely be tinkering with the right level of darkness for the game in the future. Right now the only items in the game are collectibles which trigger the ending when all are obtained, but we're planning on adding tools in the future :)
I love this game's artstyle, the simple pixel art really sells the setting. The narrative is a lot of fun, my only critique being that some aspects of it could be conveyed through subtext. The one thing I disliked was the movement and interaction system, but the awkwardness of that didn't really inhibit my enjoyment of the game. Looking forward to future projects :)
I like the visual and auditory atmosphere your game creates to complement the writing. The puzzle was a simple yet fun element, and I appreciated the inclusion of a hint. The one thing I would recommend is giving the player a little more agency, be that more things to interact with or choices that impact the plot. In summary, I really enjoyed your game and hope you make more like it! :)
I liked the core concept of the gameplay, but I didn't feel like there was much of an objective in the game. Additionally, it was fairly easy to evade enemies which reduced the tension of the game. The level layouts were nice, but I felt that adding some lore incentives scattered throughout the levels would encourage players to explore and fight more. In summary, this game has a ton of potential and with a few updates (more enemies, etc) would be a very enjoyable experience :)
I appreciated the animation and narrative-driven gameplay, but a few more features would have helped to ensure player retention. The insect sounds were great and I liked the main character's sprite. One other piece of feedback is that the sprites and animations for the people didn't quite match the style of the background. Overall this was a fun little experience, and I hope you make updates in the future :)
Also I'd love if you'd take a look at our game, no pressure though haha