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Reviews for "Infinity Dungeon"

Well done. It's is a very balanced game with nice graphics and high replay value. I do have to agree that it's a bit overly reliant on luck rather than strategy, but maybe that's more of a matter of taste. I would leave the ladder even if though it's not functional at the moment. It adds to the sense of mystery.

Cheerio!
M

EDIT: Found a bug: When you are losing your last life to "hunger" and at the same time finish on the stairs down, the program freezes ...

dlodz responds:

Thanks @Marbles23 for your feedback. I'll probably keep the ladder for a special purpose :)
I think that randomness is an important part of the gameplay. It leads to curiosity and risk, and makes the game more unpredictable. You need experience to reach the level 30+, even with a good seed at the beginning.
Cheers!

EDIT: Fixed the bug! Thanks for reporting it.

that was fun, but couldnt pass the first level lol

dlodz responds:

Ahah thanks for your review @NefariousPigs3. Did you attack monsters by going towards their direction ?

It's a nice game but it looks like you didn't set it to capture the arrow keys, so if I move with arrows the entire browser screen scrolls. If you have time to edit it before the Jam deadline, the API docs describe key capturing at

https://photonstorm.github.io/phaser3-docs/Phaser.Input.Keyboard.KeyboardPlugin.html

and it looks like it would just be a matter of adding a addCapture() function to your code so it should be a quick fix. I used createCursorKeys() in my game which I think handled capturing automatically IIRC so I can't just paste my own code. This looks like a really nice game so I'd hate to see it downrated because of arrow keys scrolling (I'm using Chrome on Windows but I don't think that matters).

dlodz responds:

Thanks a lot 3p0ch for the link and the explanations. I tested the preview with WASD 😅
Using `addCapture()` fixed the issue.
The game is up to date.

I really liked this! It felt like a solid little rogue-lite to me. It's damn difficult, though, especially the bigger baddies like that green monster thing. The skeletons you mostly win against, but those can really drain your health down. I had no issues with the controls, it was standard rogue and made perfect sense. Showing the keyboard shortcuts when rolling over the buttons helped a lot, too. I would have liked to know -what- the items I found did. For example, I had no idea the potion bottle restored health without clicking on it and using it. Perhaps the shop-keeper guy you meet could have told you what the items did? Very nice, though. Enjoyed playing this lots!

dlodz responds:

Thanks @PhotonStorm I appreciate your review and I am happy that you enjoyed playing it. It makes sense for the shop-keeper to indicate what each item do. Didn't think about it, this is an excellent idea!

Not a bad start. I only say that because I've noticed from some of your comments that you're planning to add more. I like the general idea, but some things were a bit confusing.

Maybe give a little explanation of what an item will do or how much health an enemy has by hovering over them? And the controls were a little clunky when trying to walk. It would be nice to be able to move faster by holding down a key (especially when there are no enemies around). Also, I'm sure the merchants are suppose to be harder to fine/more rare to encounter, but I found them so little, they felt to be a non-factor in my games. Maybe even a list of potential items. I have no idea what all was out there!

Overall, I think you're on to something cool. Good job and keep up the good work!

dlodz responds:

Hey @Hurdlera.
You're right, More explanations should be provided about items and enemies. I plan to add kind of cards that you unlock when you defeat a monster, containing the monster's abilities. What do you think about it ? I'll also try to increase a bit the merchant's appearance. Merchant menu could be a good way to provide explanations about items, even though some of them are not purchasable.
Thanks a lot for your review, it's very encouraging for the next steps.