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Crim

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A member registered Aug 14, 2022 · View creator page →

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Ah, okay. Then it sounds like you got hit with The Bug. The collision areas that reveal the tunnels tends to be what triggers it (though is not the direct cause). You're not supposed to be able to return to full sized while inside the tunnels. And of course, while you're small, you shouldn't be able to open normal sized doors. Something about the way the shrink layer is implemented is causing the lock on the size mechanic to trigger in reverse; instead of locking you out of returning to full size when the tunnel is entered, that lock is being triggered on exit instead. And of course, if you return to full size while in the tunnel, you get stuck.

I'll be rebuilding this soon, and hopefully implementing the shrink mechanic in a way it won't bugger up so quickly.

There are. The middle (green) lock is in the blue chest in the tiny room. There are two gold keys hidden in the environment near boxes the same way the one in the jar was hidden. One, you can access at normal size, then a second when you're shrunk down. I'm guessing you might have also missed a shrunken blue and purple key somewhere? Getting through those three doors is as far as I got during development.

Ah. Sounds like you missed finding the 'crack' in the wall!

*Rolls up sleeves* All those hours playing tetris against my family has prepared me for this moment!
This is great. I could definitely see myself playing this for hours. I somehow made a big enough bang to knock me from level 6 all the way to 9, then bricked myself.

Yeah, I think that bug is linked to whatever 'fixed' the chest-eating key. I still have no idea why it was an issue, or why it was suddenly started working again, but I'm sure it has something to do with how I implemented the shrink mechanic, so I plan to rebuild it from scratch.

UI is definitely coming. It was on my to-do list the last couple days, but then I got caught up fixing other things. 

Thank you! Hopefully I'll have the bugs others have mentioned fixed in my second version. I plan on expanding on it too, and implementing some proper UI

Great game! The viruses on my first couple playthroughs really had me running. Then I went to the writeup and learned that I could upgrade my weapon. You get locked out of using it at all though, if you try to upgrade without having bits though, as I found out my first playthrough after learning that.

I love the music. I agree, the fire rate could be higher, and there doesn't appear to be any risk yet in being hit (yet), but I know it's not easy doing both coding and creating assets in a 10 day span. Great game. I look forward to seeing the updates after ratings.

Was it a matter of being unable to find the first key in the sequence (pots), or were you hit with the same bug other have mentioned where they were unable to return to full size after finding the chest in the tunnel?

Thank you for playing! I ran into both those bugs too after Mark Willis pointed out the issue with the tunnel. I will definitely be refining the shrink mechanics on my next build, and have already thought of a few different ways I could have better implemented it. Good to know you enjoyed the game regardless. It was a lot of fun to build, even if I didn't get to everything I wanted to do with it.

Oh, good catch! That wasn't there before I fixed the chest bug (as far as I know), and I still have no idea what I did to fix it, so it might be linked back to that. I've thought of a few ways to improve implementation, so I'll probably rebuild from scratch, then expand on the game after ratings are done. Glad you enjoyed it!

There are enough keys to make it all the way through those three doors. Lol. There are a couple hidden in the environment that might not be immediately obvious.

Hello! I just wanted to thank you for offering up this for those of us who participated in the 2025 GameDev.TV Game Jam! I didn't get a chance to implement it to it's fullest potential (yet), but I'm looking forward to seeing what I can do with it. Here's what I built with it in the 10 days time: https://xvcrimsajadevx.itch.io/dungeon-escape

Hopefully I'll be able to do a proper purchase of this set soon.

Thank you! I absolutely intend to run with this concept and build this game (and kit) out further. I was hoping to get some UI elements up today, but sadly, I didn't get around to it. 

Oh... Well, that's disappointing. It was a neat tutorial to work through! I'll leave the link up for now just in case the site being down is only temporary, but in the meantime, let me direct you to GameDev.TV's selection of Godot courses. They have some great stuff going on that I'll be jumping back into myself soon. Had to temporarily step away from game dev for health reasons.

https://www.gamedev.tv/products?category_ids%5B%5D=15&page=1

Aaaaa, thank you! I definitely will be once restrictions are lifted and it's opened up for updating again!

Thank you! I'm pretty proud of it! ^^

The first thing I did once the theme was announced and game jam open was go to the Unity Store and start going through the free assets. The plague doctor was the first model that really spoke to me, so there was no way I wasn't going to use it!

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Thanks for the feedback!

Yeah, fine-tuning the camera wasn't something I had gotten around to yet. By the time I got the core of the game working (for the most part), I realized I still had the UI to do, and UI was not something I'd had the chance to work with yet in Unity. It was a pleasant surprise to see it was mostly HMTL/CSS based, but still a little bit of a learning curve. I actually had to skip ahead in the ZTM game dev course to get it done, so it's sort of a partially hobbled-together statemachine as I picked and pulled what I needed to get it done.

And since I hadn't learned UI yet (or making cut scenes), story wasn't a huge focus for me in development. I do see this potentially becoming a small part of a larger game, maybe, but there is only so much new stuff one can learn in such a short amount of time. I did try playing around with the particles system a bit too to try to make the ghosts stand out more, but I couldn't get an effect I was happy with, so abandoned the idea in favour of what I could do in the time allotted me :)

Thanks for the feedback! I know the yellow ghosts can be a bit tricky; I increased the range at when they appear compared to the other two since they move around, but not at which they're activated. Perhaps that's something I need to tweak :)

The space bar is what you would use to interact with the orbs. 

Thank you for your feedback! Yeah, fine-tuning wasn't something I'd gotten around to just yet. By the time the ghosts were working the way I wanted them to (for the most part; looking at you, yellow <<) I only had a few days left and still needed to get the UI up, and UI wasn't something I'd had a chance to learn yet. I was pleasantly surprised learn it was similar to HTML/CSS, but there was still a bit of a learning curve. I actually found the camera controls worked better in build, but I'm not exactly working with the most optimal equipment either and I was chalking part of the issue up to how hard the laptop was running.

Thank you for your feedback! I've now implemented a splash screen at the start of the game. Hopefully it helps :)

Thank you for your input! I was trying to leave some measure of 'discovery' to the game (a la Dark Souls), but you're not the first person to say so, so I will make it clearer :)