Full Demo Release!


We are happy to announce that the Full Demo of Dungeon Mole is now RELEASED!

The entire team has been hard at work over the past month to reach our launch date and bring all of our work together into a cohesive product. For this demo we have created two distinct levels, showcasing a total of three plants for you to discover!

The Mines

Our first new area is the Mines! This area is deeper down under the garden and is scattered with all sorts of crystals and minerals. The ruins of old mineshafts and rail ways also populate the area, left behind by an old civilization. In this area you will discover the Root Wall Plant and its  projectile reflecting properties, and first encounter the HIVEs and the enemy Wasp Drones. Venture into darks halls of the mine and take out the enemy encampments to rid the area of the insect infestation.


The Waterways

The second of our two new areas is The Waterways! Flooded from all the burst pipes in the gardens sprinkler system, you must climb through the system of pipes and tubes to hop from one island to another. This area is home to a new enemy device, the Shield Generators. These pylons set up an electric force field in front of them to block the player and incoming bullets. In order to progress you will need to hit the generators in their exposed back side to take down the force field and venture deeper into the dungeon.


Aloe Plant

We have also added a new plant to this update; The Aloe Plant! This rare plant is capable of being harvested when fully grown to heal one heart of lost health. However these don't give you back the seed after dug up, so you'll have to explore the dungeon to find more seeds to grow for health. 

Full Change List

  • UI Animations and Fonts updates
  • Low health and resource indications
  • New music tracks for each area
  • Re-implemented wall cutout shader with new half tone gradient and better transitions from mesh to mesh
  • Full modeling and animations for all Plants
  • New particle effects for interactions such as projectile trails, explosions, and plants growing
  • New models for switches, now taking the form of power generators
  • Wires connect interactive elements in the level
  • Revamped Title Art and Fonts
  • New Title and Credits screen
  • Warp holes that take the player to different areas of the level, or to new scenes
  • Full sound implementation
  • Cutscenes that focus on different events, like a door opening or a HIVE spawning
  • Enemies now follow a strict path and deviate when the player gets close
  • New models and textures for Item Pickups
  • Shield enemies now remodeled to Shield Pylons

A Final Thank You

For all of you that have followed this games journey, or have taken the time to check out the game from this point on, thank you. This has been my main focus for almost a year now, and to finally get to this point and seeing what we were able to accomplish is surreal. From the time I started this project I have learnt so much about making games and working with others, and have met some really cool people along the way. To everyone who helped this game come to reality, I cannot express how grateful I am for all the hard work and passion you have put into this project. I hope you all enjoy the fruits of our labor, and thank you for playing!

- Harrison Kratz

Files

DungeonMole_1.0Win64.zip 146 MB
2 days ago

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