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Thank you for your patience!

You waited and I have delivered! A basic playable state of the game. This is closer to a tech demo than legitimate game I would say, but it gives you some insight into what the dungeon crawler aspect can sort of feel like. A big disclaimer is that there is no visual gear interaction with the character, currently.  Had I tried to do that before delivering something to you all, I definitely would have needed more time than what I was already trying to crunch.

Another disclaimer is the monster sprite being used. This isn't indicative of any themes and is just a placeholder sprite until more thematic ones are introduced into the game.

This all being said, there are a bit more introductory words in the beginning  of the game that might help explain things.

Long and short of it is though is that I want to hear feedback and comments! Critiques are awesome, but positive notes are also just as awesome! (If not awesome-er depending on the day...!)

Please enjoy and I hope to deliver more soon!

I'm still debating whether or not to make this build public at a later date, however I would like there to be a bit more meat on its bones...

Comments

Anonymous

Seems like a good beginning. I had fun collecting the different items. I did run into a bug after a couple runs. If you defeat the enemies right after getting down to 0 hit points you can continue to move around the dungeon with the keyboard, but only the background changes, not the map. When you run into a new enemy in this state it crashes. Also, is it possible to control combat/inventory with the keyboard? I used WASD to move, but then I could only control the attacks/inventory with the mouse. A list of the controls somewhere would be handy, if I didn't miss it. As for the current features combat could use some nuance like different attacks or the ability to run away, but I assume that stuff will come with time. Looks like a good framework to build off of though.

MaybeMee

First of all, thank you so much for playing! Second, thank you for finding a bug! This will be fixed! Currently inventory and combat have no keyboard controls. Keyboard controls for combat is and will be an easy implementation, but to consider inventory, that will take a little bit more development. Not impossible, but it may not be immediate if that becomes a popular enough request. Combat will definitely have more nuance. It is extremely basic right now, but that is 100% going to be expanded upon. Thank you for playing and sharing the insightful feedback!

Anonymous

It's a good proof of concept. The controls are easy to grasp, though having to switch from mouse to keyboard between combat and exploration is a bit flow-breaking. I'm really curious what the story in this is gonna be (if any). I'm guessing you generate the background layout at random since if I move back and forth between two tiles I get a random arrangement every time. You might wanna consider making it procedurally generated to make it more consistent. The way it is now is funny and disorientating which if it was meant to be that way just leave it, but procedural generation can give some benefits as well. I'm not sure what your level of programming is, but it's not as complicated as it might seem.

MaybeMee

Thank you so much for giving this a test run just to provide feedback! I've already gotten to hear lots of insightful things from previous players, but more comments are always welcome! Yes, I will see what I can do to make keyboard controls accessible for battle as well. Incorporating that into the inventory though may be beyond the scope, however. I've been recommended a story idea that I think I'd like to use loosely, courtesy of my first ever patron! And yes, I will be definitely tying the room background to the room in the future, lol. The background system was something rushed on the day of release just so the player could see something in the background. Totally doable. Thank you for playing!