DegeNerative Dungeon by A.Bond
You are a cursed dwarf. You curse summons a piece of a parallel universe near you every few seconds while also killing everything (including you) around.
Try to survive as long as you can while escaping your curse and kill as much evil spirits as possible.
Controls: - WASD - move - Space - swing the axe
Ratings
| Overall | 1159th | 2.816⭐ | 21🧑⚖️ |
| Fun | 1187th | 2.447⭐ | 21🧑⚖️ |
| Innovation | 907th | 3⭐ | 20🧑⚖️ |
| Theme | 786th | 3.421⭐ | 21🧑⚖️ |
| Humor | 852th | 2.556⭐ | 20🧑⚖️ |
| Mood | 1107th | 2.789⭐ | 21🧑⚖️ |
| Given | 22🗳️ | 8🗨️ |
> Unclear on what to do? Also it has some lag spikes whenever score is about to appear
Hi. I've added some description, so it may be clearer now.
Did you play a web version or do lags happen in native version?
I have noticed some in web export, but I'm not yet sure, what's the problem. Native windows version seems to work fine.
I also like the aesthetics of the environment.
It would be tempting to explore the world deeper and longer.
The art looks fantastic, I love the style and spritework. *Some* sfx would've elevated the overall package of the game, even if they'd have been simple blips.
I also really liked the void effect when the curse happen.
I find the character too fast too quickly, making him a bit of a soap and made me run into traps so much time when I definitly tried to avoid them.
Also, while the world generation is cool, it take soo much time (since I died often, I felt it a lot), maybe you should try to accelerate it using some parallelization. Or, since you're using godot, if your world generation algorithm is made on GDScript, maybe try to make this algorithm in C++ using GDExtension, this would boost the generation by a lot
> The art looks fantastic, I love the style and spritework.
I'm sorry, but the sprites/tiles are just public domain assets from [here](https://kenney.nl/assets/tiny-dungeon). I guess, I had to mention this in description or opt out of ratings on graphics to avoid confision here.
@magnat
> maybe you should try to accelerate it using some parallelization. Or, since you’re using godot, if your world generation algorithm is made on GDScript, maybe try to make this algorithm in C++ using GDExtension, this would boost the generation by a lot
I used my [wave function collapse addon](https://github.com/AlexeyBond/godot-constraint-solving) for Godot in this game. It does use multithreading, however, it seems to use only one core in browser. I am going to rewrite it using native extension, but someday in the future, when there will be a stable support for native extensions written in Rust.
Also I had a bug where I spawned in a trap.
> I am curious to know what takes so much time to load before starting the game?
The level is generated procedurally every time (so technically it's not "loading" but "generating"). It uses wave function collapse algorithm which is not the fastest one.
> the art is cool
as I mentioned before, the art isn't mine
> Also I had a bug where I spawned in a trap.
Yep, that happens sometimes.
That said, wavefunction collapse is a really cool algorithm and perfect for something like this. I really would like to play with it myself someday. Unfortunately I do not use godot, so I guess I should figure out how to implement it myself :)