The One Room Experiment
Explore the dungeon, avoid the spikes, defeat all enemies and light all the lanterns! Good luck!
Info:
- Top-down dungeon explorer
- Retro style
- No music (sadly, I ran out of time)
Controls:
- Arrow keys: walk around
- Space/C: Jump
- Ctrl/X: Shoot
- Escape: Hold to quit
Info:
- Top-down dungeon explorer
- Retro style
- No music (sadly, I ran out of time)
Controls:
- Arrow keys: walk around
- Space/C: Jump
- Ctrl/X: Shoot
- Escape: Hold to quit



Comments119
One of my favorites, even though I'm pretty bad at it! I'll have to try again later :p
Good job!
Just missing a bg music :)
Good work !
Good job!
However, I think the transition between rooms should be a little faster. It really breaks the flow for me. There is a small pause at the end after the player is placed down, and removing that pause could fix the issue. Music would also have done a ton for it.
That said, this is a really great entry!
Loved it.
I love arts, sounds and animations, great job :)
Maybe you can lower the audio's volume.
Overall magnificent.
Keep it up!
Love the art style!
Game is solid and polished.
Good job.
I love the zelda-like art style.
And the grappling hook idea is amazing! Well Done!
Great job! One of my favourites.
My absolute favourite so far!
The claw mechanic is a very good idea!
I found myself wishing the transition animations happened a bit faster though; it was pretty annoying having to wait so long between each move, especially given how small the room is. I also found the game to be a bit too difficult. The monsters weren't really a threat, but the jumping was finnicky enough that I had to restart quite a few times.
Great entry!
Amazing game!
The graphic remind me a lot of Links Awakening, one of my favourite games of all time.
Pros:
-Very smart use of your assets
-Like the retro art style
-Good way of subverting the One Room idea with the robot arm and the doors
Cons:
-Had some issues with lag, specifically while jumping
-enemies are hard to deal with in such a small space
Suggestions:
-Maybe, like in the original zelda, have a more pronounced wait period upon entering a room for when the enemies spawn
Too bad you didn't have time to add music as this was a very enjoyable entry otherwise.
Great work :D
Really cool idea for the theme, and the graphics are outstanding. The claw was just about the right pace.
Most of my hits were kind of just clumsiness with jumping. It took me a while to get the correct pacing of the jump down, and even after that it was slight jump flaws that mostly caused damage. This kind of pure execution/timing test as the primary challenge was not exactly my favorite aspect, but since everything else was so strong I still really enjoyed it.
Nice work!
Great art style too.
The whole dungeon fitting in one single room ever changing is brilliant.
It is a bit difficult though. I really think the jump should have had a predetermined length. The possibility to stop, or change direction during jump, makes it a bit difficult to make precise landing on a top down game like that.
I made it to the end, but it took me many attempts, and I would have stop before if it wasn't for the awesome graphics, and transitions and that I was a bit curious of the last room.
Anyway, might be my fav entry so far.
Like so many entries, I suppose the interpretation of the theme is rather liberal and stretched, but in a good way, and one that ensure that not too many entries are alike. Appreciated!
I guess I feel like the game was a bit too difficult not to have at least one extra heart to pick up somewhere, but I also get how the brevity of the game might have necessitated a bit of extra difficulty to make it last longer—and I sometimes do this too when it comes to LD games—but I just hope you're not losing any impatient players because of it. p:
The whole core mechanic and the animations that come with it are very polished and nice. Too bad you didn't have the time to add some music as well, but at least there are those nice and fitting sound effects.
Also good how the collision on the spikes and enemies is relatively forgiving. The only issue really comes about in the rooms where you are stuck between spikes and can't really move but have to shoot a lot of enemies coming at you all at once. That's where I died most of the times. Should probably be a bit more balanced in a post jam version, if you ever make one, heh.
Really neat game! Liked it a lot!
Although I have to admit, I gave up, after jumping in the spikes several times in a row.
The way it's done is... I'm just blown away because it's such a SMART WAY to use the theme!
And on top of that, it's super fun to play! Thanks a lot. :)
I did a couple runs and couldn't get to the end. I'm really bad at top-down jumping (had issues with it in the Game Boy Zelda too).
It's fun and challenging. the graphics are cool. it's a pity there's not much audio but you know that already.
apart from that, really polished.
P.S. When will be a speedrun? =)
The art style is absolutely gorgeous and is an example of minimalism done right and I definitely feel the Zelda inspiration in the design of the rooms, enemies and obstacles. Even though the room was small, the space was put to good use in terms of the tiles and obstacles used in each... well, room.
I did feel it was a tad difficult to jump over spikes vertically and died a couple of times from attempting it, but I guess that's just part of the game's difficulty. I would suggest being slightly more lenient with jumping over spikes, but it's really just me being bad at the game more than anything :p
I'd have loved if there were some background music, it would've tied the game together really nicely. But as it is, the sound effects in the game are put to good use.
It's the best game I've rated this far, so great job!
Very cute, simple graphics. The sound effects were quite shrill and could do with some equalizing, and there could've been some more sound effects for walking, tiles flipping, robot arms moving, etc.
Needs a little polish and then you have the building blocks a full game. Nice work.