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Show HN: One Way Dungeon – A game I've been developing in the last five months

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Re: Show HN: One Way Dungeon – A game I've been developing in the last five months

#51

this is super fun to play. I love the music, the interface, leveling etc. Perfect for mobile. Unfortunately the game crashed on me mid-dungeon level 2 after defeating a monsta :/

Thank you for your feedback.

Could you please email me with the detail of the crash?

You can see my email in my profile. Or inside the app. Top left button in the title menu.

Re: Show HN: One Way Dungeon – A game I've been developing in the last five months

#52

How was your experience using Godot? Why did you go with that over other engines?

I really enjoyed godot. Once I "got" some of the concepts, I became very fast in creating elements and changing them. And I used GDScript.

When I built the first prototype[0] I also used the opportunity to try out godot. I like it a lot. It's main concept (scene node) felt really elegant.

Some other engines might have better features. But One Way Dungeon is a 2D game with no real-time gameplay or physics or networking... So ease of use is more important than high-end capabilities.

[0] you can read the whole story here: https://news.ycombinator.com/item?id=27208333

Re: Show HN: One Way Dungeon – A game I've been developing in the last five months

#53
post #36

I love it! The music is very comfy.

The music comes from this guy: https://wingless-seraph.net/en/index.html

I'm in no way affiliated with him. Found his music on itch.io and fell in love with it. I was surprised by it's quality.

Re: Show HN: One Way Dungeon – A game I've been developing in the last five months

#54
I like this game! Just enough thinking to make it interesting but not as brutal as most roguelikes. The ads are a bit jarring but I get it. The aesthetics are pleasing and I love the soundtrack.

I bet there are a lot of ways you can go with this including non-linear dungeons. There might be that but I haven't had a chance to play too far. This reminds me of the 3D dungeons in Phantasy Star I but with a much better twist.

One thing I noticed is that the text can be difficult to read easily sometime.

I look forward to seeing what you do with this!

Re: Show HN: One Way Dungeon – A game I've been developing in the last five months

#55
post #45

Earlier quoted context omitted.

So you quit your job to work on this game full time and after 5 months, you're deciding to go back to work full time. Did you quit your job with the hopes this game would sustain you? If so, did you do any market research to validate that hypothesis.

It's just like @bavila said. I took some time to fulfill one of my life goals. Some people quit their jobs and travel the world. I stayed home and made a game.

Cool, I just ask because I have similar aspirations and never was able to pull the trigger to quit out of fear of losing income/falling behind financially.

Re: Show HN: One Way Dungeon – A game I've been developing in the last five months

#56
Interesting concept. I like it generally. Congrats! Things I don't like:

* Too many ads. No way to escape them (eg can't pay to remove ads). Even without payment, I think you should remove ads that appear after the player finishes a dungeon. Ads can be used as a punishment mechanism when you die or when you run away. But I think it would be a lot better if you removed ads from the bottom of the upgrade screen, and if you reduced the frequency of seeing ads. I might just not play much if there are that many ads. It really degrades the experience.

After 10 minutes of playing, the repetition of messages gets a bit old. Especially in situations where one attack move has multiple similar effect. Like there's one that gives you more physical and magic attack power. However it splits up the messages and animations into two, making it take twice as long.

The winning messages could be a lot quicker too - put the "you absorb the monster's magic" (or whatever) message in the pop up that asks you whether you want to learn it or not, rather than as another combat message at the bottom you have to wait for.

And when you kill a monster, you shouldn't have to wait through irrelevant effects like poisoning them, or raising your attack power. They're dead, its over. Would be nice to squelch irrelevant messages.

Re: Show HN: One Way Dungeon – A game I've been developing in the last five months

#57
Coming back after a long hiatus. I beat the game! No spoilers here. I just wanted to say you did a great job and this was a great first stab at design. I felt like you thought through some of the interactions and tried to hone a bit of a custom experience. Your design was noticed and appreciated!
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