Comments

Log in with itch.io to leave a comment.

(+1)

While I'm intrigued by this idea, I kind of wish it was a little bit more of a roguelike, or had more roguelike mechanics.

I really appreciate you having taken the time to both play and record  a video. It was really insightful.  I like the idea of adding bonuses for clearing an entire room. I think if the earlier bosses holding the keys would also make it more interesting.

Yeah adding walls would have been a good thing I didn't think of :/. 

I was trying to think of ways to make the boss chase you but I wasn't sure what could have made sense, but def something I need to brainstorm more on. 

Lot's of UX issues and of course not much juice was added (which is even more painfully obvious after watching the video).

 Either way, thanks!

(+1)

Great concept! I'd love to see it expanded upon. Here are some thoughts about things you could try: 

You could add a bit of minesweeper logic by making patterns of where things spawn or don't spawn, for example maybe monsters never spawn next to one another and maybe certain gems are always diagonal from something, etc. Or certain items that show how many hazards are adjacent. 

I think you could make the dark a little more dangerous and have it so that each level generates a short starting path that you can following from beacon to beacon that keeps you out of the dark for a while, then you can go back and use some of the logic from the fist suggestion go deeper into the dark. 

You could experiment with walls that block the light (and you). I think that would add some nice level variety. 

Great work, lot's of possibilities! 

Thank you those are some great ideas. I did consider the "rules based" approach to let ppl be able to guess roughly where things might spawn. But I also like the "solid" walls and other ideas :)

(+1)

I like the feel of this a ton! Especially satisfying to figure out how the maps work, and how to use the info/numbers they provide to start making better, smarter (safer) exploration decisions.


And then even more satisfying to backtrack, once stronger and more confident, to find and tackle the earlier wardens and collect their rewards.

It does however leave the feeling that this current version has not much new to say after the 5th floor.


And then it seems to *really* have nothing new to offer after the 11th floor. 

I kept going for a while (through floor 20!) on the strength of those initial discovery feelings,  but I probably would have appreciated a notice that there wouldn't be anything further to discover (or, of course, an ending) well before then.


But I really liked the initial feeling of this. Nice work!

(1 edit)

Thank you for playing and for your notes! I was struggling with balancing since I often make my games too hard but in my head they are too easy. So I focused mostly on the earlier levels. 

I wanted to add a lot more content (weapon types, special pickups and "light" items)  but I wanted to present this early version to see if people would even enjoy it to begin with. 

Again, thank you for your feedback!