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Transformation Dungeon

A In development dungeon crawler were you avoid (or actively pursue) transformations into various enemies. · By jakethebeest

a Very Good Game

A topic by Lord Drageon created Jan 09, 2025 Views: 515 Replies: 1
Viewing posts 1 to 2

this game is a lot of fun, with good mechanics and systems.
I usually don't enjoy overworld turn battle sims(preferring turnless/realtime combat styles) but you made it (relatively) easy to deal with!

the transformation system is really well built too, especially the spreading mechanic.

Alas, that i would build a game like this, but my games just progress in scope absurdly- damn scope creep!

quick question- did you use a drunken walk with occasional flood fill algorithm for generation? if not, what did you use? it generates very interesting corridors.

Developer

Hey, thank you for the compliment! glad to see you liked it! 
Yeah scope creep tends to eventually take all indie games and i suspect this game will succumb to it as well. 

For the map generation algorithm its split into 3 parts. I use binary partitioning to pick out room centers. For the hallways i throw all the room centers in a list and shuffle the list. For each pair in the list i connect them by for each step it'll take the shortest path towards the next point, but it will randomly choose a different direction (set at 20% of the time). this is then repeated 5 times. Once the hallways are done the rooms are generated with a drunken walk. But its clamped so it doesn't go outside the bounds of what's defined in the binary partitioning So the rooms don't mix together.