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duGenouGaemr

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A member registered Feb 13, 2025

Creator of

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i'm not sure how to best describe it, but it was like, when i moved, for a split second, the slime's sprite whould appear in both its current position and next position. i was not able to reproduce it, so i don't know what caused it.

currently, for a given room, the "center" of the room is calculated based on the room's width, height and position in the floor, so it should always be the same for this one room.

this means that, if all rooms were horizontally aligned and all had the same height, all the hallways would also be perfectly aligned, and it would look like a single, very long hallway going through every room in a straight line.

also, for the hallways, i don't actually link the rooms themselves, but the centers of the rooms, which ensures hallways don't end in the corner of a room.

(1 edit)

i used a "plan", which is a table of numbers representing the objects to place on the grid, for example : 1 is a simple floor tile, 2 is a wall, etc...

for the rooms, i try to randomly place them on the plan without overlapping, then "dig" hallways between successive rooms (the hallways part does not check for intersecting rooms, so it can get messy).

there are a few extra checks to make sure the stairs_up are in the same place as the stairs_down from the previous floor, and that important tiles like stairs won't get crushed by the hallways.

enemy and stairs_down placement is basically random, i'll have to work on that.

then i "build" the floor from its plan.

(1 edit)

interesting concept, though i encountered a few bugs :

  • the procedural generation sometimes links rooms by corners, making them inaccessible
  • somehow i got an offset on the horizontal axis, so i couldn't take vertical hallways
  • on one occasion, i walked through a hallway that remained hidden until i reached the other side

hallway that stays hidden


offset on the x axis
(1 edit)

very funny game, but there are some visual glitches when changing size (and floor, i think)

feels a bit like a "donut county" type of game

procedural generation is pretty good, i like that you can avoid combat by tricking enemies to walk around you.

the attack upgrades are never enough to one-shot the enemies, so they feel kinda useless.

i think upgrades could be more interesting if they could be unlocked faster by collecting gold.

Nice little game. The procedural generation seems pretty good. Camera movements are smooth.

problems i encountered :

  • the buttons at the top keep focus when you click them, this made me accidentally restart a run.
  • i think i have seen some enemies either overlap or attack each other ?
  • i also think one ladder was invisible?? i was sent to the next floor without knowing why.
  • some enemies may appear extremely small.
  • keybinds aren't shown in game, maybe you could put then in the game's description ?