[Register now for the 12th Independent Games Festival and 4th Indie Games Summit at Game Developers Conference 2010 in San Francisco - March 9-13, 2010.]

« Trailer: Bezier (Philip Bak) | Main | Trailer: Proun (Joost van Dongen) »

Sunday, November 8, 2009


Created by the developer of The Power, In a Dungeon is a short overhead platformer where every room contains a challenge that you have to beat in order to escape from the maze. The map on the floor of your starting location indicates areas with uncollected yellow crystals, and the only way out of your current predicament is to collect all twenty-one crystals from the individual rooms in the labyrinth. (GMC forum thread)

Comments

I couldn't get over how horribly unresponsive it feels. You have to hit space well before you want your guy to actually jump.

Your space bar most be broken . Probably to much food on your keyboard .
Thanks for playing !

The game itself is entertaining. Nothing special, but not particularly bad either. Didn't have trouble with the space bar. The jumping went smoothly. That is, some times. The game's framerate is highly inconsistent, which tends to make timing jumps and getting jump length right a bit of a pain. Didn't stop me from finishing it, but it took away a bit of the fun.

"Your space bar most be broken . Probably to much food on your keyboard .
Thanks for playing !"


Heh

"the game's frame rate is highly inconsistent "

Weird .

I thought it was decently made, but had a lot of wasted potential. The same few puzzle types were repeated over and over without any real variation - I was waiting for the moment when the game would throw a really interesting puzzle at me and it never came.

I did get a cool Link-with-Roc's-feather vibe from it, which was nice.

This is not a puzzle game .

I know nothing of this game, but I love the creator's responses in these comments.

I'm just trying a new approach with the people here . Every community is so different from the other .

not bad! not amazing but not terrible, I had fun while it lasted. it was the right length, I found a few of the rooms were a bit frustrating but overal the difficulty was fine..amusing ending lol

"Your space bar most be broken . Probably to much food on your keyboard .
Thanks for playing !"

Oddly enough, I just cleaned my keyboard last night, so that's not an issue. :P

Trying it again, I don't think it's actually the response time that throws me off, but that you can't peek out off a ledge by even a pixel. As a result, I have to jump much earlier than expected.

It would be nice if collision with pits was tested against the center of your character rather than the whole bounding box, otherwise it gives the impression that the pits are sucking you in.

OK, replace each instance of "puzzle" with "platforming challenge."

Yes , the game has problematic collisions with the holes , is the major complain I'm getting so far . I tried shrinking the bounding box as suggested but then I had the problem that the character will look as if walking a bit inside the walls , specially from the sides . I stopped worrying about it because I did had to rush the game a bit since it was made for a week long competition . The theme was minimal and so I had to stretch my mechanics as far as I could . I thought that I made a good job with the levels but looks like not .
Thanks for playing and for providing feedback people . Once the winners/losers are announced I may come back to the game and give it a little update .

Sorry if this is obvious, but you could try using a smaller box to test vs pits and a larger one to test vs walls, that way getting the best of both worlds :)

No , you are right , I should have thought about that . Thank you .

Another option is to make the collision boxes of the pits themselves smaller.

Hopefully this new version took care of the problem , some levels were slightly modified .
http://www.weebly.com/uploads/2/5/1/7/2517818/in_a_dungeon_updated.zip
Shrinking the hole themselves gave me the issue that because of the separation I could actually walk trough them because the bounding box of the player ( of the shadow that is ) is very thin .
I had to come up with a little system thingy to get it working but it works .

Please excuse the double post but this is the correct link :
http://www.weebly.com/uploads/2/5/1/7/2517818/in_a_dungeon_updated.zip

It's a fun beginning to a game.

I've seen shorter .

The ending was epic

Post a comment


Are you an indie creator wanting to advertise on IndieGames.com?

Please contact us for more information.

IndieGames.com's weblog [Twitter / RSS feed] compiles information and reviews on the world of independent games, as part of:

IndieGames.com is operated by Think Services, which also runs:


The Independent Games Festival and Summit, which takes place at GDC every year, are celebrating their 11th anniversary as the premier festival for independent gaming.
IndieGames.com Copyright © 2010 Think Services