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submitted 8 months ago* (last edited 8 months ago) by BeamBrain@hexbear.net to c/games@hexbear.net

This demo includes a playable overworld, a new dungeon (the Minotaur Temple), some updated graphics, and general improvements to make the game play more smoothly. Check it out!

@Nakoichi@hexbear.net Pin please? powercry-1

EDIT: Thanks for pin heart-sickle

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[-] PorkrollPosadist@hexbear.net 14 points 8 months ago* (last edited 8 months ago)

lets-fucking-go

Some feedback:

  • I looked away for a moment and wasn't able to finish reading the intro text. I suggest changing it so it is dismissed with a button press instead of a timer, to make it a little more accessible.

  • The ratfolk are incredibly cute.

  • The crossbow traps start to feel gimmicky by the fourth one, though the gameplay of deflecting the bolts is pretty good. Particularly the way it is required to navigate to the end of the side room with the tricky platforming. I might try to throw some more of this platforming at the player then spring one of the harder 3/4 direction traps on them after they've had to deflect some bolts in other scenarios.

  • While the dungeon wasn't exactly linear, I feel like it could use a couple curve-balls. I might be biased though, since I have been playing a few classic Zelda games recently, getting utterly lost (for hours) in the OOT Forest / Water temples for example. On the other hand, it also makes sense from a design perspective to start the player on a more simple dungeon and ramp up the complexity, so as a first challenge it is fair.

  • Speaking of Zelda, one of the really cool things about the classic dungeons is the variety of things to look for. You aren't only looking for keys, but recurring items like the map or the compass, and most importantly, the special items which are A: really cool. and B: also serve as a sort of key, unlocking many aspects of the current dungeon. Saving the power-up for the very end of the dungeon (like the "stomp" ability) kind of limits progression within a dungeon to searching for and collecting keys (though obviously it does unlock many areas of the overworld later on). It feels there is room to develop this aspect of gameplay. There doesn't seem to be much in the way of an inventory, but I imagine at some point you might want the player to manage various quest items, or collect various things around the world like gems or insects or pogs or who knows what. You don't need to rip off Zelda, but I think the way items are used to create puzzles allows for a lot of variation in the dungeons and prevents them from being too repetitive (even while they follow a similar formula). Figuring out how to activate crystal switches with a boomerang, overcome obstacles like ice, fire, large boulders, spider webs, etc, activate switches with arrows, etc.

  • The controls screen is a mild spoiler, revealing abilities you will eventually learn ahead of time. I looked at it and noticed there was a button to stomp and to heal, then was confused when those buttons did nothing. Later on, I figured out what was going on, but figured I'd mention this for your consideration.

It looks like you've got a lot of the core gameplay mechanics down, and are well on your way to actually building things with them. I am excited for you.

[-] FourteenEyes@hexbear.net 13 points 8 months ago

Played through it a little bit and I was admittedly skeptical at first brush but I'm genuinely impressed as I get into the first dungeon. That four-way bolt trap with the timed button was diabolical.

[-] GalaxyBrain@hexbear.net 12 points 8 months ago

I really appreciate it being downlaodable from a website as a non steam haver. Means I can check it out

[-] Meltyheartlove@hexbear.net 11 points 8 months ago

I will play it once I get my laptop back from repairs catgirl-salute

[-] Cowbee@hexbear.net 9 points 8 months ago

This looks sick! Great job! heart-sickle

[-] Redcuban1959@hexbear.net 9 points 8 months ago

This looks cool, i'll check it out stalin-approval

[-] Comrade_Mushroom@hexbear.net 7 points 8 months ago
[-] Infamousblt@hexbear.net 3 points 8 months ago

I can't wait to try this

[-] a_little_red_rat@hexbear.net 2 points 7 months ago* (last edited 7 months ago)

It was fun, I liked it a lot. I played the old demo (I think it was the Griffin temple?) and liked it, I also wrote some feedback back then. The graphics and music are very cool and cozy, I like the variety of environments, and the combat is pretty easy but feels nice and cool. I like the bosses (both here and in the old demo) not having a huge variety of movesets, this might be "simple" but well done.

The only comment I have is the platforming (again...), I feel timing the jumps gets a bit weird sometimes and I keep falling in. Might be a skill issue on my part though.

Also, I played on Linux, and it ran flawlessly.

[-] AFineWayToDie@hexbear.net 2 points 7 months ago

Played through it; great job!

The sound effect from hitting mobs was very satisfying. However, they seemed to have invincibility frames after getting hit, which didn't match up with the visual flash. Maybe time the flash to indicate the damage window?

If possible, maybe only have mobs respawn if you move at least two screens away from them, instead of as soon as you leave the screen.

Did you do the sprites and music yourself? Very well done, especially the dungeon music.

this post was submitted on 18 Apr 2025
127 points (100.0% liked)

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