Freeware Game Pick: In a Dungeon (Alexitrón)
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.
Posted by: Anonymous | November 8, 2009 11:46 PM
Your space bar most be broken . Probably to much food on your keyboard .
Thanks for playing !
Posted by: Alexitrón | November 9, 2009 12:47 AM
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.
Posted by: Anonymous | November 9, 2009 1:01 AM
"Your space bar most be broken . Probably to much food on your keyboard .
Thanks for playing !"
Heh
Posted by: Wolfgang Wozniak | November 9, 2009 1:10 AM
"the game's frame rate is highly inconsistent "
Weird .
Posted by: Alexitrón | November 9, 2009 1:44 AM
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.
Posted by: concrete_d | November 9, 2009 2:06 AM
This is not a puzzle game .
Posted by: Alexitrón | November 9, 2009 2:09 AM
I know nothing of this game, but I love the creator's responses in these comments.
Posted by: Mark | November 9, 2009 2:22 AM
I'm just trying a new approach with the people here . Every community is so different from the other .
Posted by: Alexitrón | November 9, 2009 2:36 AM
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
Posted by: Anonymous | November 9, 2009 4:56 AM
"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.
Posted by: Anonymous | November 9, 2009 6:25 AM
OK, replace each instance of "puzzle" with "platforming challenge."
Posted by: concrete_d | November 9, 2009 8:52 AM
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 .
Posted by: Alexitrón | November 9, 2009 12:33 PM
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 :)
Posted by: raigan | November 9, 2009 2:37 PM
No , you are right , I should have thought about that . Thank you .
Posted by: Alexitrón | November 9, 2009 4:46 PM
Another option is to make the collision boxes of the pits themselves smaller.
Posted by: x_x | November 9, 2009 9:12 PM
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 .
Posted by: Alexitrón | November 9, 2009 11:08 PM
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
Posted by: Alexitrón | November 10, 2009 2:15 AM
It's a fun beginning to a game.
Posted by: gamecreator | November 10, 2009 7:45 PM
I've seen shorter .
Posted by: Alexitrón | November 10, 2009 10:15 PM
The ending was epic
Posted by: Zupponn | November 14, 2009 5:58 AM