Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I absolute love dungeon crawler games! And this one surprisingly blew me away with its combat mechanics. I have never seen anything like it, even though I have played a dozen games from the Dungeon Crawler Jam every year since 2021.

Please do not take this as criticism, just a few ideas on what could be improved:
1. At first I could not get used to camera rotation being on A/D while strafing is on Q/E. Usually people do the opposite, keeping movement on WASD. Which is actually how your combat mechanic works, making the confusion feel even more.
2. The slimes spawning on tiles I already visited got a bit repetitive. Maybe if there were more enemy types it would feel different, but after 10 minutes I was just like "aaah, here they go again". 😂

But overall, the game is absolutely excellent! Especially liked the door maze location. Well done! ❤️

(+1)

Thanks for the compliments and suggestions!

We modeled the controls after the classic FPS style, but now that you mention it, that may not be how the crawlers of old (and new) play on PC. The last crawlers we played ourselves were on console with controllers, so that might be a bias and an oversight on our part! But, fixable with a control-style toggle in a future options screen.

Regarding your second suggestion, I am just happy we were able to keep your attention for 10 minutes ;) But something like a -50% modifier on the spawn rate of explored tiles should make backtracking less tedious.

And Piromaan did the level design, so he’ll be happy to hear you liked his classic Wizardry-tribute door maze.