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Trapland is an uncompleted tech-demo that may or may not reach full game status. The idea is simple: You simply have to make your way through a trap infested dungeon, avoiding said traps, and making it to the end. Simple, right?
The game has three difficulties: easy, normal, and hard. Easy: You start the game with 5 health, more than enough to get through the dungeon. Normal lowers your health to 3. Hard, however, leaves you with only 1 health. One hit, and you're done for. A good thing to know, water is an instant death no matter what.

Currently, the game has many rooms to traverse through, and some backtracking. The game is currently being worked on to include more levels to create a more complete game. The route is somewhat linear, but still fun. You can find secrets along the way if you look for them, but are may require you to go through more difficult paths. These secrets won't change the game play, but instead give a sense of satisfaction and proof that you were good enough to surpass the most sinister of traps.

However, our ideas are running low. Any suggestions are appreciated for traps and levels. If your ideas are used, we'll include you in the credits for the end product.

-----------------------------

Credits:
All character sprites are original.
Chipsets are mostly original, though some edits are there as well.
The place holder music is in no way ours. We do not claim ownership over the music or the edited tiles. New custom music is being thrown together currently.

Enjoy, and feedback is much appreciated!

Latest Blog

Oh hey... I remember this

I haven't touched rpgmaker in a very long time. I've been planning a classic styled dungeon crawler. Got some nice 8-bit .sprites goin' and a bit of planning. I'm not going to put a page up for a while because it may never be finished. I'll release Trap Land if the current gets a bit stale.
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  • 08/01/2011 01:36 AM
  • 07/19/2012 06:59 PM
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Pages: 1
Wow, I am like the GB feeling :D
author=Archeia_Nessiah
Wow, I am like the GB feeling :D


That's what I was thinking.

Looks neat.
Thanks folks.
Demo download is up! I apologize for the size. I mean, it's not a big download by any means, but larger than necessary. That'll be changed and a smaller download will be posted as soon as possible. May be a few days though.

EDIT:: Er, not up. 'Tis pending. But know that the download is currently in the process of being up!
Gibmaker
I hate RPG Maker because of what it has done to me
9274
author=Mitsuhide_The_Vagrant
author=Archeia_Nessiah
Wow, I am like the GB feeling :D
That's what I was thinking.

Looks neat.


Yes. :3
Okay, download is up for real now! Feedback would be absolutely wonderful, as well as suggestions, bugs, and anything else you can think of.
How has no one offered feedback on this? I'll play a bit when I get the chance; this looks interesting.
??????????this was released????????????????
dude like....woah

i will play it posthaste
Okay, so.
To everyone who's downloaded and tried this, I thank you very much!

While this page has been pretty much abandoned, I assure you Trap Land is still in production. However, It's pretty much been redone. It's similar to the original, however it's a bit more...Zelda-esque. We'll have a demo for the updated version up sometime soon, but I'm not sure exactly when.
haha It's funny how people keep saying it should have feedback but never offer any feedback xD unless it was via PM. I'm guilty of not following through on that myself.

I finally did get around to playing it a few weeks ago. I thought I wrote stuff down but I can't seem to find it.

The little intro of the character walking down is cool, but I remember being annoyed that every time I died I had to watch it again. Make it skipable or not happen again when I die.

Not being able to save/continue is dumb. I kept dying in the same spot on level 2 and had to keep repeating the first level. I ended up quiting because of that.

I'm just gonna fire it up again because I forget if there was anything else...


The choice of sound effects was bad, maybe because I'm so used to hearing them in the Zelda context. Using the low hearts sound for opening a door. The menu up/down sound effects for spikes going up/down, logically it makes sense(up means up and down means down) but musically not so much.

In the menu, the font colors are weird. The G for gold is mangled. Not that the menu really has any important, but come on, it looks horrible.

A blank game over screen?

Oh yeah, falling in the water. FUCKING DUMB. Especially on a puzzle that is all bridges, where the entire grid is full of moving spikes that push you into the water.

Moving two spaces back seems a bit much. It was slow, too. Some times I would be bouncing around like a pinball because when I get hit in certain spots, I get pushed into another spike and there is nothing I can do about it. I'll always get hit twice in that situation. I can't imagine anybody wanting to attempt this on Hard.

There was a spot in level 2 I couldn't get past. It was the area where there is a long 1 tile wide corridor going up. There are several spike tiles with horizontal moving spikes between them. I simply could not get the right timing to get past this part. If I get hit during the run, I get pushed back to the start getting hit several times in the process. And when I died, I had to watch the intro and trudge through the same damn puzzles over and over and over and....well, I just quit. There is no easy way for me to get used to it, because it takes like 5 minutes to reach that spot again.

This should be called Frustration Land.

The premise is good. Technically the game is good, the little bit of text rising when you stand on a door at the start. The moving spike "traps" are fairly interesting. But you need to work on player accessibility and add a bit of fun. Right now it's just tedious and well, frustrating. If I could save or at lest continue on the same level it wouldn't be so bad, but I probably would have still ragequit.

I'll be waiting to see what the new version is like. Hopefully you fixed most of what I just said.
Thanks for the feedback.
A'ight, so some of the things that you mentioned have been fixed for the updated version, including the traps pushing you around. Instead, they now pass through the character, and you flash for a moment or two (Rendering you invulnerable).

The music/sound effects at that point (and right now) were just kind of thrown in until we can find/make something better.

Also, just kind of saying, what you call "level 1", Level 2", etc, were not levels. The entire thing was actually an incomplete level. : | Just saying.
As for the one tile wide corridor in second area, I'll admit it's a bit difficult, and takes a few tries to get right. Took me a few times, anyways (We're a two person team, and this was primarily made by the other guy).

So, yeah. Thanks for the input! \o/ Really glad that we finally got some.
So what i've done is reworked the whole thing and fixed almost all the complaints i've heard. I fixed the "pinball" issue when you get hurt, you don't get moved back at all now(it's easier to just make the player invincable for a second) and made the levels cleaner and less frustrating to get through. I also added some new features such as enemies, new levels, new graphics and possibly a save spot. This newer demo will hopefully be out sometime in the next few weeks.
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