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(+1)

I liked this one. The world building and characters outside of the cube. The monster design being balloons and their sounds. My favorites where the simple roller, the screaming blob and the wall shield one.

The dialog in the beginning set a nice tone, but it would have been nicer still if a bit more of that had carried over into the cube somehow. The UI while speaking would have been a bit clearer if it showed which option I had just selected and waited until relevant to show me my next option when the conversation went deeper. Now it instantly let me read my next line before I had any chance to hear the answer and since my eyes where in my part because I had just selected an option, it got a little confusing.

The movement was a bit awkward at first, bit after minutes playing I didn’t think too much about it. It would probably help a lot if when pressing and holding forward, the character didn’t do stops in each cycle.

Combat was fun, but felt a bit unfair that I only got to use the crossbow once per level, it never reloaded arrows. And I had a lot of them towards the end.

I also think that if I had known (or read the description just above here before playing) how many levels there were I might have wanted to stick with it. Now even though there was some progress in the levels, they were a bit too same for me to want and really attempt to get much deeper. There was some progression in the monsters and that was fun. But It would probably help if every something level was starkly different, like a boss fight or a level that is just health potions enough to get back to full health and then steps up to next floor.

I get the reasoning behind the mapping mechanic to some degree, but it felt a bit odd in world explanation why I wouldn’t at least have been able to map out where I had been before receiving the map. And then let the map fill in the map areas that I had yet to visit. But use different coloring so it’s easy to see where I’ve been and not.

Another thing I thought about was that there was a lot of levers, but most of them, the gate was somewhere else, so it was very hard to know where to go when pulling them. It was very neat though, on some levels where I got next to the exit, but there was a gate I hadn’t open and I didn’t have the map and I could see an open way into the room and then backtrack to find the way in. That was really nice. But otherwise I think the levers ought to be close to the gates. Player doesn’t have to see them but has to at least hear them and preferably have seen them before. But it might also be enough if the gates are more clear that they are open gates after opening so the player can see them and think “Ah it must have been this gate that I opened”.

All in all, I think it was a solid game!

Raw playthrough without commentary: https://youtu.be/IgoK0GaLZ00

Thank you for the extensive review :D

Agreed on the dialogue UI being very basic. Good point about the next lines being instantly visible, though. I didn't want to force the player to wait for dialogue to finish but I'll need to come up with something better in the future.

Glad to hear that you got used to the movement! I wasn't sure if completely fluid continuous movement would make it feel even less dungeon crawlery, so I opted for the brief delay just to be safe. As for the crossbow, you have to manually reload it every time (and the gun after 6 shots), but in hindsight I should have added UI hints and other feedback like a sound cue to make that clear.

Agreed about the same-ness of the levels. I've got tile and room variety built into my game system, but I went overboard with the basic textures of the current theme before learning there's a 200MB limit for webGL files within a zip file published to itch, so I already had to remove a bunch and downscale the remaining ones just to stay underneath that limit. It's definitely a lesson learned for next time! I should just finally embrace pixel art :')

I was hoping that the current variety of enemies was interesting enough that I didn't need bossfights, as some of them were already quite tough and tricky (and a pain to develop :D ) so I kept that as-is. I do like the idea of more variations in loot and stuff like that, would indeed make things a lot more interesting. Right now, every level has the same amount of random rooms and the same loot and levers, with only the layout and the monster spawns being truly different. I did that to make the expectations for the player more consistent, but agreed that it suffers from a severe lack of variety.

Regarding the map, my reasoning was that if the map also shows the corridors you've been in, it would be harder to determine if a room had been fully visited yet, or if there were other corridors still left unexplored. I thought just showing the rooms would be helpful enough. I do very much like the idea of using a two-color system, that's a brilliant solution :D

Every level has 2 levers, which each open one of the gates at the end room (unless the gates overlap, then you need to pull both). I intentionally try to have them placed in rooms that are relatively far from the end, and if possible far from the beginning as well, to force the player to explore a little more. Because in theory, once you pull a lever, you can reach the exit through one of the gates. I wanted the player to travel through a few more rooms with enemies before that happens, to force a bit more exploration. If you immediately find the exit, you can't get there yet until you've explored further and found a lever. At least, that was the idea.

Also, amazing video, well played and it was fun to see you get pretty far :D

(+1)

Oh it felt like it was more than 2 levers per level to be honest. I think one solution might have been to have a souls-like prompt then that said “Something happened somewhere else on the level”. Or such. And perhaps the character if reaching the gate first (which is probably best if it’s most probable to see it first), they could say something to the effect of “I need to find something that opens this”.