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Replaying this again. 

Can I just say how impressed I am that the enemies are still scary, even after I've seen them a thousand times? That's really cool. 

I heard the enemy sound effects, but couldn't see what was chasing me. When I turned around and saw the ant, I legitimately jumped.

Hello

Glad you are impressed and you had such moments in-game. Even with this kind of pixel-art :)
This game really needs new sound effects and such for standalone release.

Hi! I really liked your game :) Any plan to expand it further? Perhaps a Steam release?

Hi! Glad you liked it :) Yes, I have planned a release for Steam, GOG and Google Play and such. Pretty much everything has been designed completely for the final release.

Sorry if this is presumptuous. I really liked the game and I've been thinking about it a lot. 

What if, on every level, there was a note from a previous adventurer randomly selected and placed? This would add to the already excellent atmosphere and encourage further exploration.

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Hello,

No presumptuous at all. Glad you liked the game.

Actually it is a good idea. I have also been thinking about the random messages scattered around the dungeon left by the previous adventurers. The messages are going to give some hits about the game world, the backstory and the thoughts of the previous adventurers. And even some foreshadowing before the reveal of the secret ending.

Since the game takes place in a post-apocalyptic world, I was thinking about some sort of graffitis painted on the walls rather than pieces of paper with writing.

That sounds really cool.

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Really enjoyed this and am trying to make something similar myself. How did you go about keeping track of entity positions and the like so that enemies wouldn't run into each other? 

I've been trying to use a dictionary of Vector3Ints as keys and a custom Entity class as values. Perhaps you found a better approach to this?

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Glad you liked it. There is a 2D Boolean array to keep track which grids are occupied and which are not. When player or an enemy start moving to a next floor grid and if it is non-occupied, it becomes occupied and the previous grid becomes non-occupied. Otherwise movement is prevented. This works pretty well, but I have been thinking about some different approach which allows enemies to hurt each other. 

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This game has potential!

A few things...

1. Increase the travel speed. Or rather, the delay between moving between tiles. It's painful to move around

2. When attacking, place the yellow/red bar in the middle of the enemy

3. Add SFX to door that can't be opened

4. It's not clear why the meat can be picked up entirely

5. When attacking, I personally want to hold the left-button instead of click

6. The original cursor seems to be broken? I have my default cursor

7. Lock the cursor (confined) within the window

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Thank you for your feedback! It's really needed :)

The issues 1, 2, 3 and 5 will be fixed for this demo. The meat is consumed only when your HP is reduced, and the meat has certain amount of capacity to restore lost HP. The meat issue will be solved in the full version of the game. There are cursor issues with WebGL build because of how Unity WebGL handles mouse events. 

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Excellent. I'll check out the changes when they become available.