Deeper Dungeons
Descend into the dungeons and fight your way through to the end.
Everything in the game has been created during the jam time. (For the first uploaded version)
- Interact: W, S
- Jump: Space
- Attack: Left mouse-button
- Block: Right mouse-button
- Interact: E
- Attack: Left mouse-button
- Block: Right mouse-button
- Use item: Right mouse-button
- Remove item: Middle mouse-button
- Some controls are missing in the main menu
- Swapping or using item in inventory doesn't update item info popup
- More animations and more well refined ones
- Sound effects
- Volume slider in menu
- Death screen
- Escape menu
- Proper interactive end screen
- Further visual improvements & QOL features
- Boss' summoned enemies now hold weapons
- Fixed camera confiners on dungeon levels being to large (was showing under the map)
- W and S no longer trigger walk animation in sidescroll
- You can no longer attack while blocking
- Fixed misplaced ledges
- You can no longer consume non-consumable items
- Fixed right side wall of level 2 being slightly offset
- Enemies are now pushed back when hit
- Updated item descriptions to be consistent and descriptive
- Slightly nerfed attack delay of mace & battle axe
- Nerfed strength potion effectiveness & duration
- Added one more level before boss level
- Added end game screen with epilogue (thanks to @magnanix)
- Added trader model
- Added basic attack animation & hurt effect(s)
- Properly positioned held items
- Added post-processing effects
- Added HP text to health bars
- Added proper windows for castle levels
- Added torches to side rooms
- Improved camera movementwa
- Improved fade to black in hallway to side room
- Added idle animation to player in main menu
- Added chest container
- Fixed health bar clipping with player helmet
- Lowered health bar saturation
- Fixed bug with player & enemies tags toggling when they shouldn't
Everything in the game has been created during the jam time. (For the first uploaded version)
Controls
Sidescroll
- Move left/right: A, D- Interact: W, S
- Jump: Space
- Attack: Left mouse-button
- Block: Right mouse-button
Freeroam / Room
- Move: W, A, S, D- Interact: E
- Attack: Left mouse-button
- Block: Right mouse-button
Inventory
- Open inventory: Tab- Use item: Right mouse-button
- Remove item: Middle mouse-button
State of Development (v2)
Known Issues
- Held items aren't positioned properly- Some controls are missing in the main menu
- Swapping or using item in inventory doesn't update item info popup
Unfinished / Missing Features
- NPC models- More animations and more well refined ones
- Sound effects
- Volume slider in menu
- Death screen
- Escape menu
- Proper interactive end screen
- Further visual improvements & QOL features
Post-Jam Updates
v2 - Fixes & Slight Polishing
- Last level back wall now has a collider- Boss' summoned enemies now hold weapons
- Fixed camera confiners on dungeon levels being to large (was showing under the map)
- W and S no longer trigger walk animation in sidescroll
- You can no longer attack while blocking
- Fixed misplaced ledges
- You can no longer consume non-consumable items
- Fixed right side wall of level 2 being slightly offset
- Enemies are now pushed back when hit
- Updated item descriptions to be consistent and descriptive
- Slightly nerfed attack delay of mace & battle axe
- Nerfed strength potion effectiveness & duration
v3 - More polishing, visual improvements, addititional level etc.
- Added time score- Added one more level before boss level
- Added end game screen with epilogue (thanks to @magnanix)
- Added trader model
- Added basic attack animation & hurt effect(s)
- Properly positioned held items
- Added post-processing effects
- Added HP text to health bars
- Added proper windows for castle levels
- Added torches to side rooms
- Improved camera movementwa
- Improved fade to black in hallway to side room
- Added idle animation to player in main menu
- Added chest container
- Fixed health bar clipping with player helmet
- Lowered health bar saturation
- Fixed bug with player & enemies tags toggling when they shouldn't



Comments24
I'm glad the linux build works. :slight_smile:
Yes, unfortunately we didn't end up having enough time to work the rest of those things out.
Thanks for playing and giving your feedback! :thumbsup:
Funny stuff aside, nice game. A bit harder for azerty keyboards, though.
The backgrounds and lighting are really cool, and it's too bad you didn't put monster models in.
Thanks for your feedback!
We would've loved to have done more polishing and finished adding our character models & animations.
The issue with the azerty keyboard is a good point we hadn't considered. We left out things like configurable controls to save on time, but it'd definitely be something we should add in case we keep working on it.
And fighting as a core mechanic was sadly not so much fun, because only clicking enemies didn´t feel right.
XD, nice work, a few funny things i.e. weapon holding positions made me chuckle, a nice effort for the Jam :3!
Any chance of a post-jam build?
@magnanix and thanks for the making me chuckle with your little epilogue :)
In regards to your question, @phoenix-fireflower, we did do a few fixes and small polishing which we definitely plan to release soon, just gotta get @mrblue to upload the builds :stuck_out_tongue: Those are however as I said, mostly small fixes.
Properly positioning held items turned out to be more of a problem than we thought with our current state, so that won't be a part of it for now.
I'll check with the others if we could get some enemy models, more animations, and maybe even some more levels in.
A few things: The rooms were very dark. And as mentioned above, the sword
In the little post-release update we've been working on, there will be torches in the side rooms :)
Enemy models are still missing for now, but feel free to check the changelog for v3 on the page here for what changed.
The combat does indeed need some work to be more skill-based but we didn't have the time during the jam and didn't want to completely change that in the post-jam release for now.
I'm glad you enjoyed it overall.