Wizard Dungeon Escape 3D by Sodaro
You are mysteriously thrown into a mazelike dungeon! Find your way out by solving puzzles using your magical orb powers! Use your powers to stop and move the orb mid-flight!
Content warning: game contains high heights.



External assets used:
- magic burst by dan2008 https://freesound.org/s/214455/ Creative Commons 0 License
- magic sound 1 by jomellejager https://freesound.org/s/252681/ Attribution License
- dark cave drone by kinoton https://freesound.org/s/421826/ Creative Commons 0 License
- walking sounds by kenney https://www.kenney.nl/assets/impact-sounds (CC0 1.0 Universal)
- control scheme UI art by Nicolae (Xelu) Berbece https://thoseawesomeguys.com/prompts/ (Creative Commons 0 CC0)
| Link | https://sodaro.itch.io/wizard-dungeon-escape-3d |
| Link | https://sodaro.itch.io/wizard-dungeon-escape-3d |
| Original URL | https://ldjam.com/events/ludum-dare/48/wizard-dungeon-escape-3d |
Ratings
| Given | 38🗳️ | 46🗨️ |
I spent a couple minutes at the exit trying the exit door was another crystal I needed to move until I bumped into it by mistake, a win is a win.
Very intriguing puzzles and over all a really nice experience! Great work on this
Do you happen to be using Input.GetAxis() in your movement? If so, once upon a time I read that GetAxisRaw is better for platforming movement because it doesn't pad the frames before and after you release like GetAxis does. That might help with the floaty movement problem, or I could be way off :sweat_smile:
@kel Hmm that's odd, might be a result of porting to HTML5... We were going to use F1 to open the controls at first but noticed that opened a support/help tab in chrome, so could be a similar problem with the tab key. Thanks for playing!
@loginaut Ah yes that is what we use! It had the benefit of a more "acceleration"-feel to the initial movement but with the drawback of not stopping immediately after releasing the axis, might change that if we make any changes to the game :smile: Glad you enjoyed the puzzles!
My feedback:
- Great mechanics
- Nice clarity (interactable objects are colorful
- Good level design and puzzle design
Some suggestions:
- To help aiming, maybe consider adding a crosshair of some sort!
Great game anyways, thanks for the experience! :)
@vsi- Thank you! Yeah the in the end theme ended up being just the setting and the "transitioning to a new area by jumping further down" :sweat_smile:
@guladam Yeah a crosshair was one of the things I mentioned several times while making the game, and still forgot to implement... :sweat_smile: Thanks for playing! :)
I was a bit frustrated with how, often when I would try to activate a particular switch with the ball, I would click right when I heard the activation sound effect, but I would be too late as the ball would be immediately destroyed. I'm not sure exactly how to fix this--maybe when the ball hits the switch, there could be a window of a couple frames where, if the player clicks, the ball will teleport to where it entered the switch and lock its position there? I think that would make the game feel a lot better. I had to re-do the entire purple and orange door puzzle a couple times because I simply couldn't get the ball to stop on the purple switch.
That said, I enjoyed figuring out the puzzles even if the mechanic execution was a bit tough. I think traversing the environment is also a nice component of the game--I like having all the puzzles sort of in one big world.
The main thing for me is that I need to be able to play without getting motion sickness. If you are making a first-person game, then I am going to need at least an FOV slider. A crosshair is also very helpful, and it would also help with aiming the orb.
Wish I could play more of this, but sadly I had to stop because I was feeling sick :slight_frown: