DUNGEON Development


Well, DUNGEON is finally finished.

It took a lot longer than expected. Life kept me busy, but I was able to dedicated a few hours here and there to DUNGEON's completion. DUNGEON went through three iterations, and if you somehow have access to the filename of the Godot project, you'll see that it's known as "dungeon3".

So, yeah. Why did I make dungeon, anyway? Well, for fun, mostly. You see, I love platformers. I grew my chops working on SMW ROM hacks over a decade ago. These hacks had limited scope considering the limitations of the engine, so I focused on clean and concise level design. There was something magical about making a level play just right. Every tile and entity counts.

DUNGEON is not trying to be anything exciting or new, but this game does have a particular structure. Five worlds with eight levels and two gimmicks per world. First four levels are the first gimmick, last four are the second. Then, the fifth world brings each world's two gimmicks together as a final test. 

So what's next? I don't have any projects planned, but would like to experiment with either an RPG or an incremental game. Someday, I'll make a metroidvadian similar to DUNGEON. We'll see!

Well, thanks for reading. I cannot imagine very many people have read this, but I'm really not doing this for anything other than posterity and to document my personal development journey.

Cheers!

Files

DungeonExport.zip Play in browser
9 hours ago

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