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Ogueli

6
Posts
A member registered Feb 15, 2025 · View creator page →

Creator of

Recent community posts

Thank you for playing, and for your feedback.

Keyboard movement is a priority for the next version I release. During development I was fiddling with a few different mechanics that would have required more complex keyboard control solutions, and decided to keep it to the left mouse button.

I'm still thinking of ways to implement dashboards / bars for information such as health and attributes. I'd like it to available but obfuscated, similar to the HP systems used in the original RE titles.

My current "solution" of changing the visuals of the entity sprites based on HP is one I'd like to experiment with a more.

Thanks for playing.

I'm glad you were able to intuit the goal and get use out of the drawing feature. I was uncertain of how I should go about implementing a tutorial.

This is a brilliant game. Short, simple, and innovative, exactly what I'd like to see in a Jam.

I've never seen someone attempt a truly 3D Grid-based dungeon crawler such as this, and I think you did a fine job of making the controls and enemies intuitive.

My "Roguelike Elements" reply was cut short by an ENTER miss-click.

What I meant to say was:

For dungeon generation, an algorithm I made for the mirrored / wrapping grid structure is used. It places, propagates, and connects rooms and corridors using grid-based procedural randomness, before filling in the gaps with "exterior" zones. Following this, entities, terrain and items are placed using their own sets of rules, before finally placing the entrance / exit at a random position, with the player atop it.