So hyped for this game!
Blocky Dungeon Demo v.0.6.7
A downloadable game for Windows, macOS, and Linux
Update (09/25): more bug fixes, balance tweaks, some new VFX, an experimental preview of tile contents (items, enemies etc) in the Tetris piece projection
Update (09/14): a couple of bug fixes, some QoL changes mostly concerning Tetris piece rotation
Update (09/05): added Mac download
let me know how they work for you!
PLEASE CHECK THE GAME SETTINGS BEFORE YOU START PLAYING OR IF YOU FIND THE GAME TOO DIFFICULT.
- DISABLE AUTO-FALL TO MAKE THE BLOCKS ONLY MOVE WHEN YOU WANT THEM TO
- ENABLE LINE WARNINGS TO PREVENT MISTAKENLY CLEARING A LINE WITH THE KNIGHT IN IT
- IN THE CONTROLS PAGE, CHOOSE THE CONTROL SCHEME THAT FEELS MORE COMFORTABLE TO YOU
Sorry for the inconvenience, I'll put a hotfix to fix the default settings so that the game is more accessible.
UPDATE (08/15): version 0.6.7 is up! Here are the main changes:
- lots of balance changes
- lots of bug fixes
- redone the spawning logic, which should provide a better spread of items and enemies while playing
- a number of little tweaks to the controls to make them feel smoother
- UI overhaul, with colored icons and bars, and a better look for the Tetris piece previews
- doubled the number of floors in Quest mode
- added a new trap, the bomb, as an experimental feature
Update (07/04): version 0.6.5.1 is up! It includes a few bug fixes and balance tweaks.
This is a big update to the previous version of this demo, so I thought I would renew its description listing what's new, along with going over the core of the game itself.
Also, join the Discord Server for Blocky Dungeon!
In this game, you explore a dungeon you create yourself piece by piece! Move, rotate and place the dungeon rooms and corridors, and go through them as the knight, fighting enemies and collecting treasures and items that will help you along the way!
There are quite a few changes to the controls and overall game-feel compared to the old version.
- In the past, you would control the knight with WASD and the Tetris pieces with IJKL. However, with this update I'm introducing 'unified' controls an option. With this control scheme, you control both parts of the game with the same 4 keys (be them WASD or IJKL or the arrow keys). Don't be scared though: when this control scheme is enabled, you will have the ability to choose which part to take control of at any time. In other words, while you're controlling the Knight, the Tetris part of the game will stop, and vice versa.
- To further improve the accessibility of the game to all kinds of players, I added the option to stop the Tetris pieces from falling automatically. This way, there will be no stress related to the pressure of the Tetris piece inexorably falling to the bottom of the board. Instead, the player will move the pieces down manually by soft- or hard-dropping them.
These 2 changes may seem small at first, and they might take some time to get used to if you've been playing the game with the old system, but trust me when I say they change the way the game plays completely. Now that you can manage each part of the game on its own with no pressure, it becomes much easier to plan your moves, assess the situation and think ahead.
Don't worry though. Both of these are only options. If you prefer to play the game the hardcore way like it was first conceived, with the knight and Tetris active at the same time and with the blocks falling automatically, you're free to do so!
Aside from these big additions, I made a number of smaller changes that should make the game smoother to play:
- When starting a round, the intro screen will wait for input before disappearing. This allows you to get properly ready to play, and in Quest Mode, it lets you carefully read what your objectives are for the current floor.
- When soft-dropping a piece (by holding down the key), once the piece gets placed on the board, the next piece won't start moving down until the soft-drop input gets activated again. No more accidentally moving down a new piece!
- Lots of balance tweaks for Quest Mode, such as block fall speed, board size etc. And tweaks to the spawn rates for enemies and items in both modes.
Now, I've said before the game was 'feature complete' however this is not exactly true. While the core of the game is there, there are still tons and tons of things to work on. Starting from bugfixing (I'm aware of a few bugs and glitches, but please do report any bugs that you run into), to adding more content (new game modes, new tiles, new items, new enemies and obstacles) to polishing up the UI and the visuals.
It might be a few months before the full game is ready to buy, but I'll do my best to make it something worth waiting (and paying) for!
In the coming weeks, I plan to work on:
- a tutorial mode to teach you the base mechanics of the game (since the number of things to keep in mind at once can be a bit daunting at first and some things aren't very clear when you first start playing)
- more floors for Quest mode
- a couple of experimental new game modes
- more enemies
I have lots of ideas for this game, some detailed, some vague. I want to make the base gameplay as smooth, fun and cohesive as I can before I start adding stuff on top, so please let me know how you like the game, and how you think it could be better! Feedback is extremely important at this stage, so comments of any kind are welcome!
And to make leaving feedback and talking about the game easier, I decided to create a Discord Server for Blocky Dungeon so feel free to join me!
Also! I can't forget the great help given to me by game tester/music composer PHI. Go check out his youtube channel! He does excellent feedback/playtest videos for indie games and prototypes and is a very valuable resource for indie devs looking for honest and detailed feedback on their games.
He's been helping me out a bunch lately, both giving me feedback and ideas/suggestions on how to improve the game but also with music tracks and sound effects. The song you'll hear while playing was made by him!
Click download now to get access to the following files: