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Neverlooted Dungeon - a physics-focused dungeon crawler RPG

udm

Arcane
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Joined
Aug 14, 2008
Messages
2,947
Make the Codex Great Again!
I don't know about appealing to more Codexers. My boner's pretty hard already.
 

Bad Sector

Arcane
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Joined
Mar 25, 2012
Messages
2,337
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Finished the demo, somehow i missed this game before. I like how a lot of things interact with physics - e.g. at some point there were some spinning blades that i stopped by throwing barrels at them to get them stuck. Also nice to see Frictional-style interactivity with doors, etc (though i think using the left mouse button instead of the use key should also act as a way to grab things that wont make sense to attack).

Some images:

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Slapping a rat's ass with a plank (plank not shown because animations)

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Throwing the rat in the fire...

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...makes Rat Skewers after a bit (the rat changes instantly to skewers and often the physics cause it to be thrown :-P)

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I found those little pieces of humor amusing

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But i was a bit disappointed by that :-P

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The demo was fine regardless.

The only "issue" i had was that the game didn't gave me much of an in-game reason to move forward - i think there needs to be some sort of goal or story or something, if for no other reason than to answer "why am i here?". Even Rogue had some bits of backstory to explain why you were exploring those dungeons :-P.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,337
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Loot and glory not good enough reasons? :P

It is a fine reason, i just didn't see that line until after i finished the demo :-P.

TBH i think there is some clash with the game's presentation and feel, though i can't exactly put my finger at it. The humor bits are amusing but the game feels kinda aimless - to keep that "game show" comparison Zombra mentioned, it feels like you are part of a game show but the host is missing.

I don't think any individual element of the game is bad or wrong, it just feels like there needs something extra or some change to tie it all together.
 

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17
The only "issue" i had was that the game didn't gave me much of an in-game reason to move forward - i think there needs to be some sort of goal or story or something, if for no other reason than to answer "why am i here?". Even Rogue had some bits of backstory to explain why you were exploring those dungeons :-P.
Thanks a lot for your feedback. You are totally right. The game will start will a short visual intro to hook you in, and then I will try to keep you hooked regularly with plot reveals etc.

About using left mouse to grab, I started the dev with that, but the multiplicity of situations and type of interactions made that you start to never now what will the click do, so I prefer to clearly separate "use item in hand" and "interact". Usually, all what is done with interact is based on a key like E, but because of the mouse interaction it's even weirder ^^ (thought I may add an option in controls so the player decides what suit him the most)
 

Bad Sector

Arcane
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Joined
Mar 25, 2012
Messages
2,337
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
About using left mouse to grab, I started the dev with that, but the multiplicity of situations and type of interactions made that you start to never now what will the click do, so I prefer to clearly separate "use item in hand" and "interact". Usually, all what is done with interact is based on a key like E, but because of the mouse interaction it's even weirder ^^ (thought I may add an option in controls so the player decides what suit him the most)

FWIW i always use middle mouse button for interaction and right mouse button for jumping (with space used to crouch) - it is something that for some reason often trips up first person indie games (i never had that problem with any game from a larger developer - i guess having a QA team to try a bunch of different stuff helps there). It was a bit awkward trying to keep things "grabbed" (i.e. keeping the middle mouse button down) and then throwing them (i.e. pressing the left mouse button - i didn't try to use the throw key though, perhaps that would make more sense?). Thinking about it, i should have tried using the far thumb button at the side of the mouse (the one near the tip) which i often use in Bethesda's games that have a dedicated grab button, though ideally i'd prefer it if i could bind that button to toggle a torch at the left hand (since i often use it for a torch or flashlight where available).

About not knowing what left mouse would do, wouldn't having an icon help with that? There is already a special hand icon for grabbing and moving stuff. Also there is already some special cases for the left mouse button, like tearing out the flags (which TBH i found a bit weird, i think just slashing at a flag with a knife, sword or other similar weapon would do that).

One game where i liked how it handled grabbing and throwing things was Doom 3's expansion pack with the Grabber. People thought it was just a Gravity Gun ripoff, but in practice it has both more "smooth" and more advanced controls - you grab things with the left mouse button and throw them by releasing it and while you do that it also keeps the momentum from the camera motion so that you can, e.g., direct where something will be thrown just by making small camera movements.

If you have the game i recommend playing a bit with it, you get it pretty much before you exit the first area and the game puts you in a bunch of situations where you can use it. The only annoyance is that it doesn't have a "release" button (you always throw it) that the game solves by limiting how long you keep an object grabbed, but that is really because Doom 3 didn't have any alternative buttons for weapons. This is not an issue with your game :-P.
 

Zombra

An iron rock in the river of blood and evil
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Joined
Jan 12, 2004
Messages
11,935
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Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
So, what do you think of the new style?
As I said two years ago, I liked the original style just fine. The higher detail loses just a little charm for me .. but honestly if you hadn't said anything I wouldn't have noticed the difference :)

Great to see you still working on this. I had forgotten about the project (it's been a while). Still looking forward to playing and seeing what you finally came up with!
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,351
Well.... I haven't even started to loot it yet.

Streamlined and comedic version of Monomyth? :cool: (RatTower) Or Maybe Underworld Ascendant that actually works.

RAT TOWER?

/me begins to be triggered at THE THREE-LETTERED RODENT WORD!!!
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,337
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
This game has 0 style, it oozes boredom.

That was my initial impression too, especially at the beginning it feels empty and the visual style didn't draw me much (though it grew on me over time as i played). As i wrote previously there wasn't much to drive you forward, either. However i stuck with it because of the previous positive messages and while i think the game does need to provide a more (and better communicated) reason to move forward, it does have good mechanics and environmental puzzles.

I hope it wont be another Frayed Knights, a mechanically solid (and often - though not always - funny) game which was ignored because it gives a bad initial impression.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,387
Location
Lusitânia
Looks fun - I'll have to try the demo
Always thought cool physics and a smart implementation of them, are a great way to improve the Dungeon Crawler genre
NOITA proved that right for 2D, hope to see this one do the same for 3D

irnnn what's the price tag you're pondering on?
 

irnnn

Arcane
Developer
Joined
Jul 2, 2016
Messages
17
Yes... yes! Another cut of the exact same trailer! GIVE ME MORE!
Lol making a trailer is expansive I can not create a new one each time I post something ^^

Thanks Bad Sector about honnest comment on first impression. The game was severely suffering from this with previous art style, I believe this is less the case now even if more work is still required. That said, it's a physics-based indie game so the financial and gameplay constraints will still be very limitating. Most people actually playing the game are convinced by it, but indeed I need to make them play first ^^

The final price is not yet decided, probably between 14.99 and 19.99

There will be magic in the form of purchasable/lootable magic items bringing various capabilities (double jump, flame thrower, telekinetic, rock platforms, etc). You can see some on them in the trailer.
 

lukaszek

the determinator
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Joined
Jan 15, 2015
Messages
13,405
i like how you seem to grab them naturally, I expect that ladders got better too
 

HoboForEternity

LIBERAL PROPAGANDIST
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Joined
Mar 27, 2016
Messages
9,461
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
I finally tried the latest demo and dang it's fun. I love you can sneak and burn rats to death with plank. Chest with booby traps! Burn down tapestry to reveal a nook with loot inside. This game and monomyth has both immense potential, even if i generally dislike the anachronism and parody in fantasy it's just fun.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,743

Looks like the system is entirely meaningless and the only reason the player character ever got winded was because he made the mistake (or deliberate decision for showcase purposes) to block attacks, which seems to delete almost your whole stamina bar instantly, rather than slowly sidestepping all the trivially-telegraphed attacks at no cost. Not that it matters, because this game is never coming out.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,222
2024 Review Devlog

Hello looters, here is the news from the dungeon’s depths.

Merry Christmas​

First of all, let me wish you a Merry Christmas and a Happy New Year, and most of all an Happy Dungeon Looting.

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Release date​

The sound of hammers echoes in the depths of the dungeon, where I continue to work hard to prepare for the release of Neverlooted Dungeon. You probably already guessed it from the current date, the game will not be released in 2024 as I had planned. But I have not been idle, the game has progressed well. I even played last year’s version before writing this post, and the gain in quality is palpable. I tell you again, it would have been a shame to release the game last year, without these improvements.

In this end-of-the-year devlog, let’s review some of the major work accomplished in 2024 and discover my latest work.


Texture work​

This spring, I created a lot of new textures, using the amazing Material Maker software. I created a large number of textures for floors, walls, tapestries, stained glass windows, paintings, sculptures, and other decorative elements. This decorative and narrative elements really make the game more interesting to explore.

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Even more monsters​

This spring too, I added several new monsters. Not only does this add some welcome variety, but their inclusion also greatly improved the atmosphere of the levels, making them feel more alive and immersive.

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Some of the tested monsters didn’t made it to the game, for instance I decided not to include this cute gelatinous cube.

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This is my last creation. If you love to devour books, know that in Neverlooted Dungeon the books also love to devour you :)

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Interactive ending​

This summer, I focused on the creation of the game ending, in particular to make it an interactive playable scene. I obviously can’t tell you anything about it, but I put a lot of effort into it to reward looters who will reach the end. I had to create a lot of elements to do it, it took some time, but I’m very happy with the result.

I even added hidden alternate endings and small variations to reward the smartest among you :)

The ending is almost in its final state, but I still have to find a voice actor to dub the voices, because I want it to be fully voiced. I have already received quite a few applications but, as always, recruiting someone always takes me a long time.


Monsters vs. Monsters​

This fall, I have thoroughly reworked the behaviors of the monsters so that they finally can fight each other. Why? Well, attracting one enemy to another can be a good way to get rid of them. Also, the rat summoning flute or the charm wand now allow you to give attack orders, which makes them even more useful. Do you want an army of rats to devour your enemies? Well, you can! Besides, the charm wand allows you to do really cool things in the last level, will you be able to discover them? ;)

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Level design improvement: “More Sand”​

For the past year, I’ve been in the “polish” phase. The game is complete and playable, and with each version I improve different aspects according to certain priorities, whether it’s visuals, systems, level design, difficulty, narration, bugs, etc., until I am satisfied with the result.

To do this, I created several custom evaluation grids, and with each iteration I play and evaluate the whole game, and I define the improvement priorities for the next build.

For example, one of my current priority is a level design task that I call “add more sand”. Indeed, with all the systems and gameplay, the game is providing a large amount of “toys” to be played in the “sandbox” levels. But I find that some levels still lacks situations of use. My mission is not only to continue to improve the levels on various domains, but above all to ensure that they are all largely provided with interesting situations with which you can exploit the great possibilities of the systems.

For example, but not limited to, more situations for climbing, searching, burning, breaking, physically interacting, sneaking, disarming traps, etc.

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Full rework of level 3 in 2 new levels​

In the last devlog, I already presented you my work this spring of the whole rework of the level 2. And as I was working on the level 3 for my “more sand” update, I was still very bothered by the fact that this level structure was not exactly what I wanted.

Indeed, for a long time this level was supposed to be two separate levels. Two years ago I had started to slit it in two separate levels but I had to put this project on hold. Then, this summer, I went back in this direction with some “extensions” of the level, to include the “must have” elements I had in mind, but also to test if the level split was still doable. Finally, this Fall, after a few day of prototyping the level split, I re-dedicated a few weeks on it to re-do it in depth and finally create the two levels that I had in mind from the start, using the different versions of the level, its extensions, and the stuff on hold. And now that I have finished this task I am really happy with the result, as I was also able to “add more sand” as I wanted.

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These new levels are now really solid, and this task ends my “major rework” tasks. I still have minor improvements of the other levels to do, but nothing as radical as a complete rework.

With all these changes, I sometimes think that it would be interesting to publish one day the different versions of the game in a kind of playable making of, where you could play the various versions of the game with some dates and explanations, to discover its evolution. What do you think?


Combat improvement, again​

Among the flaws criticized in the game, it was often the combat that came up. I spent some time to correct some aspects, in particular on the reactivity of the inputs to chain attacks and parry. There is still work to be done on the balancing of stamina. Do not hesitate to tell me what you think.


Finalizing the music​

I worked with Alexandre Sciré on the music, in order to give him relevant feedback to finalize the soundtrack. I also created new mixing and fading tools to make the loops as invisible as possible and further enhance the immersion.


Technical debt​

As always, a lot of bug fixes and various improvements. In this regard, I would like to thank everyone who take the time to report bugs. I was a bit behind in support and a major bug was reported over 40 times in September! I finally released an update to fix it. Please continue to report bugs, I always end up fixing them :)


Demo reviews​

The demo has exceeded 178 reviews, and they are 99% positive! Thanks to everyone who left a review! If you didn’t yet, don’t hesitate to do it to help. I read them carefully to know what you like and what needs to be improved.

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All these positive reviews confirm that my particular game, mixing several genres and influences of classic games, seems to convince you, and I am working hard to make the rest of the game live up to your expectations :)

Seasonal fun​


This fall and winter, it was the occasion to re-enable the (optional) Halloween-special and Christmas-special versions of the demo.

If you missed Halloween … change your computer date ;)

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The Christmas special is still available throughout the month of January !

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Bunch of screenshots​


Finally, here are a bunch of screenshots to show you a little bit of what awaits you in the depths of the dungeon.

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Roadmap​


There’s still work to be done before release, including level improvements, final texts and localization, voice acting, some illustrations, optimization, debug, and finishing up small additions here and there. I won’t risk giving an approximate date anymore, so it’ll remain “I’ll release it as soon as possible”.

Thanks for reading this long devlog. See you soon, Arnaud
 
Joined
May 31, 2018
Messages
2,966
Location
The Present
You bitchez are jaded. This game looks fun. Do you even remember what that is? Yes it waxes camp, but it also echos authentic AD&D dungeon tropes. Have a heart.
 

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