Hey @fizzlymike, no problem, thanks for the warning. At least at the time I used these plugins, they were all allowed for commercial use as long as they were mentioned in the game's credits. This may have changed since then.
luizcubas
Creator of
Recent community posts
Hey @mercantesventura
I never thought about selling the game, it depends, everything has a price ;D
Hey @slemon, you really finished everything in the game. Incredible, you have all the best equipment. Unfortunately the development of the game has stopped for a while because I'm focused in another projects, you know, we have to put food on the table. When things calm down, I'll get back to the game. Thank you very much for playing the game and for your kind feedback.
Hey Kyattchan, thanks for the amazing review. One of the things I love so much about games is the sense of reward when you make the right strategy, that's was my main focus with this project and I feel happy when someone shares this same feeling playing Dungeon Down.
In fact, there are a little more than 80 floors and when you reach it the tough fights will really begin ;)
Hey @Zelgadis85.
Man, I think your game has potential, the idea is very good, but I believe you can evolve even more.
In my opinion, the most addictive feeling in games is the reward (yes, that's why there are so many loot in DungeonDown) and solve puzzles by itself is a reward, give it a good feeling "nailed it"! In this perspective, the game has met expectations.
But if you will allow me, I would like to give you a suggestion to improve the map exploration.
Exploring is very enjoyable in games, but the player needs to feel that he is evolving while exploring. Due to large maps and few events to interact, you can make the player get bored, my suggestion is that you reduce the size of the maps or add more events.
Getting lost in a game is bad feeling too, I believe you can creata some kind of visual signage to lessen the possibility of that happening, so the player could easily difference the interactables events.
Briefly, it's a great game for just 2 weeks of work. Congratulations.
Ok, I really dont know how to start this review.
First of all, sorry for my bad english.
What a game! That soundtrack, art and story are amazing.
I can feel the love you guys put with your hearts in this game, in every note of the music, in every detail of the art and in the whole story.
Playing this game make me remember an amazing old adventure game called Gabriel Knight, don't know if you guys played, but it's a very similar, it has amazing music, art and this mistery context that glue all together.
I dont' know if you guys intend to keep working in this game, don't get me wrong, I loved the game and didn't find anything to critice, all I want is to give some new ideas to maybe help you evolve the game:
I think this game would be perfect for a more point-and-click adventure style, so you guys would worry less with sprite animations and tilesets and have more time to draw deeper static scenarios, like when Edwin and Nora was on the upper floor on that house and they were talking about the crime evidences, that moment would be perfect for using like a magnify and let the player spot all evidences.
When Edwin need to talk with another npc, using options to let the player ask the questions and interrogate would make that moment more immersive to the player.
Putting voices on the more important dialogs would make the game go to the next level.
Ok, sorry, I did really stayed a "little" excited with my suggestions, I know you guys had only one month and you guys really have did a amazing job.
Thanks for creating such a good game, you guys really deserve my vote.
Hey @NewQuestGaming, wow, you definitely played a lot, the maximum level I reached in my tests was 150, I am so glad that you had fun playing.
Thanks for finding this bug, this is new to me, really a funny bug, starting with the maximum skill but doesn't have the MP needed to cast them XD
Good suggestion, right now the death count is only for statistics, that would be a way to give it more purpose.
Thank you for your kind review.
Hey @PVGames, thanks for playing the game and for your kind review.
My initial idea was to make bigger dungeons with different enemies and traps, I thought that one month would be enough time, when I realized I was already missing only 10 days of the deadline of Game Jam and had only developed the battle system, my only choice was to develop simpler dungeons.
Hey @Vodun, thanks for playing the game and for your review.
My initial idea was to implement multiple elements, unfortanetelly I couldn't develop this in time for the jam. Maybe in a new version I'm gonna do it.
If you can, please send the screenshots, as the dungeon its kinda random, it's possible that this problem occurs.
Hello @arawkins. I played some hours of your game and I must say that I loved.
Using RTP 2000 with MV was a genious idea, creates a nostalgic feeling so good.
The game itself it's very fun and challenging, I did love it how you implemented the idea of scavenger and survivor.
Congratulations, amazing work!
Hey @zelgadis85, thank you so much for your feedback and I'm really happy that you is having fun playing the game, your words was enough to make me feel that this one month of work worth it.
I was aware that lack of dialogue in the game would generate some misunderstanding, this is my fault due to my difficulty in writing English. The enemies don't have multiple forms, in reality it's like a troop but you must defeat one at a time. Each enemy has one element and you should explore the weakness of each element, for example, if the next enemies are in the order: fire, lightning and dark, then it would be prudent for you to equip skills: water, earth and holy.
Once again, thank you for the generous words.
Hello @mathalas, thanks for playing the game.
The game was developed in one month for the IGMC contest, despite having more than 80 floors, the game is relatively short. I hope you had fun. I have a plan to make a bigger version of this game with more skills and different classes, but for now it's just a draft.