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Reviews for "Enter the Dungeon"

I got to level 51, speed running at that point, looking for Easter eggs and finally decided to quit.

paulfromsmite responds:

Haha, more easter eggs are coming!

First review in a while bit this shows a lot of promise. Most of it can be attributed to lack of polish only then I feel would the game be better, this would include slightly better textures in the rooms and walls, earning the ultimate instead of having it as an ability, adding different types of projectiles/bullets based off the power ups found in the dungeon, and finally a file save system.
This is an extremely promising build of the game and I would love for it to improve. Keep up the good work.

paulfromsmite responds:

The level design is definitely a work in progress.
Items that manipulate your projectiles is definitely going to be a thing, I guarantee you that will be in the next update.
Thanks a lot!

V2: Add save progress and a mini-map. Add a few more items to get as well

paulfromsmite responds:

I'm not too sure if I like the idea of a map, I like that you have to keep track of where you're going, I'm not entirely sure about this though..
Saving isn't going to be a thing right now because I'm updating the game so frequently the saves would just be overwritten.
Thanks for your reply nevertheless!

hyped!

Really waiting for the polished version - also, the character should be a hero, I guess the blue cloud is just a placeholder until you have figured out the animations?

You are going the right way with a room beeing larger than the actual screen size, so we have to "explore" the rooms. Make even larger rooms, and not only square ones. Adapt the enemies to the rooms. You could even add keys to open doors, these will vanish when entering the next level.

One thing to remember: EVERY room that is not an end room will be entered at least TWICE - once with enemies, and once when it is completely empty, on the way back. I would recommend to sometimes put stronger enemies on the way back. which give only very few rewards xp and itemwise - these would be meant to be avoided. This way, the way back would not be so boring. Another idea would be to have the last chest that can be found in a direction activate traps once opened, between that last room and the entry room, or the hallway could crumble, so the player would have to return to the start room as fast as possible. Sometimes, the last room could contain a warp to the entry room - but donĀ“t do that always, only in like 5 to 10% of the last rooms. (The "way back" is an important part of your game, this is the time where the player "memorizes" where he already has been.)

I absolutely love the idea you used: Being able to "stack" items of the same type in order to increase their effectivity. No need for changes of this system in my opinion, just try to keep it balanced (most important seems to be the jackhammer, life and damage absorption - for these seem to be mandatory, maybe they should always be available at the trader).

Selling items should be possible.

Small bug:
having many different items led me to not all of them fitting into the top row.

Keep it up!

paulfromsmite responds:

I really like your ideas of having a small chance of a portal spawning that takes you back to the entry room, and having enemies that adapt to the current room.
Having 2 rows of items is not a bug.
The character being a "blue cloud" is really just because I don't know what I should make the character... some people enjoyed it.. not too sure what the plan is.
Thanks for the review!

nice game, the small enemy that sometime teleport outside of the layer xD and get stuck

paulfromsmite responds:

Thanks! Definitely gotta fix that..