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(+1)

A very nice and cute dungeon crawler, I love the graphics style. I’m not sure why not make rotations and movement smooth? Also the controls are a bit chunky - skipping keypresses in the middle of a fight becomes quite annoying especially at lower levels. For some reason the generated dungeons feel a bit boring for me - maybe because there are very long crooked passages without anything to do but to rotate or strafe. Also I’d really love if the map would not be visible from the start but initially hidden and explored (which unfortunately would become only more boring if the previous note is in place). Also (that’s veeery nitpicking, really) IMHO the grain filter is a bit too strong. Overall it was quite a fun experience :)

(+1)

Hi there!

First of all many thanks for such a great constructive feedback!
Regarding issues you mentioned:

  1. Movement and controls will be updatet for smooth transition, thats for sure ( I'll leave the option of "classic style" step movement in options )
  2. Layout of the dungeon level is procedural ( and at this stage very repetitive, that's right...) I'm working on solution with custom pre-made levels mixed with random dungeons. This should spice up the gameplay and not cause frustration even when "fog of war" on the minimap will be added.
  3. Thanks for pointin on grain filter!

BTW, you did a great job with "hit-and-run" tactic down here! I'm planning to add online hi-score table. I doubt anyone has come down this low before you :)

Again, many thanks.

Cheers!

(+1)

That hit-and-run is a habit from an ancient Anvil of Dawn game. You might want to check it out on Youtube - it has a lot of similarities (and thus may offer some inspiration) to your game. They sell it on GOG, but I don’t recommend buying it, it’s too old to meet contemporary gaming standards + absurdly expensive for a 1995 game which creators ceased to exist since 2001.

(+1)

Yeah, it was a common technique in ninetees. I know it from Dungeon Master and EotB.