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(+1)

That was fun. I really like how instantaneous all the gameplay is.

Thanks for the play and comment!

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You got it.


I'd like to see a version with more emphasis on skillful play and less emphasis on out-of-dungeon progression.


I like the idea of time being limited by light and food, but it feels like my ability to stay in the dungeon a long time is 95% how much I've upgraded outside the dungeon and 5% (or less) the choices I make on any given run.


I think there's something really fun possible here where choices (still made quickly! and under time pressure) feel more meaningful within each run.


I also didn't notice or discover any overarching goals of deep runs. I think the way dead cells handles this with different areas accessible after finding 'runes' and paths through the different areas leading to different bosses is really neat. I'd enjoy this game more if I went in thinking, ok, this time I want to make to to level -20 and kill the so-and-so monster.


Just ideas. Really good effort here setting up a TIGHT gameplay loop inside the dungeon that feels really good. Thanks!

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I had a plan of making it into several places indeed during the summer development, with targets and objectives on certain floors, but I am going to refocus on having one Tower again as I'm still playing with the scope of the game. I'm going to keep that idea of using a run to target something specific though, I'll see if I can keep quests in, or boss seeking.


Doing my best to pursue the development and if you try another version I'll hope it suits you.

Cheers.