Dungeon Delvers is a dungeon dweller style game with hints of rogue-like features. Dungeon Delvers revolve around a rogue that had his village burned down by an evil entity. You play as this rogue that is entering a suspicious cave with vengeance in mind. The cave turned out to be much more than what it seems on the outside. Fight the evil entity's henchmen, get buffs to become stronger, and defeat the source of evil!

Left Click: Light attack

Right Click: Heavy attack

W: Move up

A: Move left

S: Move down

D: Move up

Shift: Dash

Esc: Pause/Menu

Comments

Log in with itch.io to leave a comment.

Okay powering up through the early levels was really fun. In games like these I like to play a caveman build - high attack damage and low projectile cooldown. I definitely cheesed the maze level and attacked enemies through the walls (they did not move at all). By the end I was feeling pretty strong against the normal enemies... until I got to the final level and exclaimed "oh no it's death, I have to fight death." I dodged his projectiles and fired a barrage of my own, winning the game. Great music + art ambiance.


10/10

  • I noticed enemies stack on each other, making it easy to kill enemy groups.
  • The UI hitbox for the upgrade cards seemed small, I had to make sure I pressed the very center of the card to get the upgrade
  • It wasn't clear whether I was supposed to get healed at campfires or not - I never chose a max health upgrade but I was at full health for the final boss.

This really cool and I think has some really good aspects. I like the campfire room with upgrades between arenas, that's implemented really well. There's a few things that are fairly simple to add that would take it to the next level:

-adding collision or avoidance to enemies so they can't stack on top of each other.

-it seems like you can run past the enemies to the upgrade room? You could make the door only open if all are killed, otherwise it makes more sense to just run past them.

-add a simple flashing effect when damage is taken to both player and enemies. It feels better to play, and it just lets you know when you've been hit, or when you've landed a hit. Some kind of knockback or stun would be nice so that they aren't always right on top of you, but that would be slightly harder to do. 

The boss battle is cool, love all the different attacks and animations! I wasn't able to beat that penguin unfortunately, though.

Thanks for the really detailed feedback. When we got to Polish week, it wound up being more like debug week, so less polishing happened but those are great suggestions, and most not to hard to do. Thanks for stopping by and supporting young creators

Yeah no prob! congrats on getting it working and out there. 

Also just realized the boss is not a penguin, lol I wasn't playing full screen