Adungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably derives more from the Renaissance period.[citation needed] An oubliette (from the French oublier, meaning 'to forget') or bottle dungeon is a basement room which is accessible only from a hatch or hole (an angstloch) in a high ceiling.
The word dungeon comes from French donjon (also spelled dongeon), which means "keep", the main tower of a castle. The first recorded instance of the word in English was near the beginning of the 14th century when it held the same meaning as donjon. The earlier meaning of "keep" is still in use for academics, although in popular culture, it has come to mean a cell or "oubliette".[citation needed] Though it is uncertain, both dungeon and donjon are thought to derive from the Middle Latin word dominus, meaning "lord" or "master".[1]
The use of "donjons" evolved over time, sometimes to include prison cells, which could explain why the meaning of "dungeon" in English evolved over time from being a prison within the tallest, most secure tower of the castle into meaning a cell, and by extension, in popular use, an oubliette or even a torture chamber.
Although many real dungeons are simply a single plain room with a heavy door or with access only from a hatchway or trapdoor in the floor of the room above, the use of dungeons for torture, along with their association to common human fears of being trapped underground, have made dungeons a powerful metaphor in a variety of contexts. Dungeons, as a whole, have become associated with underground complexes of cells and torture chambers. As a result, the number of true dungeons in castles is often exaggerated to interest tourists. Many chambers described as dungeons or oubliettes were in fact water-cisterns or even latrines.[5]
An example of what might be popularly termed an "oubliette" is the particularly claustrophobic cell in the dungeon of Warwick Castle's Caesar's Tower, in central England. The access hatch consists of an iron grille. Even turning around (or moving at all) would be nearly impossible in this tiny chamber.[6]
However, the tiny chamber that is described as the oubliette, is in reality a short shaft which opens up into a larger chamber with a latrine shaft entering it from above. This suggests that the chamber is in fact a partially back-filled drain. The positioning of the supposed oubliette within the larger dungeon, situated in a small alcove, is typical of garderobe arrangement within medieval buildings. These factors perhaps point to this feature being the remnants of a latrine rather than a cell for holding prisoners. Footage of the inside of this chamber can be seen in episode 3 of the first series of Secrets of Great British Castles.
A "bottle dungeon" is sometimes simply another term for an oubliette.[7] It has a narrow entrance at the top and sometimes the room below is even so narrow that it would be impossible to lie down but in other designs the actual cell is larger.[8][9]
The identification of dungeons and rooms used to hold prisoners is not always a straightforward task. Alnwick Castle and Cockermouth Castle, both near England's border with Scotland, had chambers in their gatehouses which have often been interpreted as oubliettes.[4] However, this has been challenged. These underground rooms (accessed by a door in the ceiling) were built without latrines, and since the gatehouses at Alnwick and Cockermouth provided accommodation it is unlikely that the rooms would have been used to hold prisoners. An alternative explanation was proposed, suggesting that these were strong-rooms where valuables were stored.[10]
Oubliettes and dungeons were a favorite topic of nineteenth century gothic novels or historical novels, where they appeared as symbols of hidden cruelty and tyrannical power. Usually found under medieval castles or abbeys, they were used by villainous characters to persecute blameless characters. In Alexandre Dumas's La Reine Margot, Catherine de Medici is portrayed gloating over a victim in the oubliettes of the Louvre.[11]
Dungeons are common elements in modern fantasy literature, related tabletop, and video games. The most famous examples are the various Dungeons & Dragons media. In this context, the word "dungeon" has come to be used broadly to describe any labyrinthine complex (castle, cave system, etc) rather than a prison cell or torture chamber specifically. A role-playing game involving dungeon exploration is called a dungeon crawl.
In the musical fantasy film Labyrinth, director Jim Henson includes a scene in which the heroine Sarah is freed from an oubliette by the dwarf Hoggle, who defines it for her as "a place you put people... to forget about 'em!"[12]
In the Thomas Harris novel The Silence of the Lambs, Clarice makes a descent into Gumb's basement dungeon labyrinth in the narrative's climactic scene, where the killer is described as having an oubliette.[13]
Featuring:
-A variety of enemies that get harder as the game progresses
-Powerups you can buy from a gift shop with coins you collect
-Different zones that change the appearance and music of levels
-A large pit with like 12 slimes in it
-Wall jumping (people seem to enjoy this mechanic)
now that is absolutely misleading, i've played enough of this game to confidently that NO , the levels aren't randomly generated the game just has some preset levels and it randomly chooses of one them, i've had mutiple instances where i would have the exact same level almost right next to each, like there's one level and then the next one is new but the one after is the exact same as the first one, outside of that i'd say it's pretty freaking good
This is one of my absolute favorite games on Pico-8 and favorite short games overall. I would like to study it. I think the tech for the dungeon random gen implementation is nice and I love the little quips the knight says with certain actions you can do in the game.
It's neat how levels built on the same template can still have some variety in the enemy and coin placement. However, a few of the levels seem unfair. How are we supposed to get through the horizontal tunnel with jumping slimes in it? (Assuming we haven't been lucky enough to buy a weapon?) I agree with the other comments that the wall jump seems a bit erratic in whether it actually works or not. This is especially common when sliding down single-block walls. Still, gold star overall for a game I gradually learnt the patterns of until I reached this:
Minor thing: I was able to walk off the left edge of the final level. I assume I fell through the floor. I could move to the right, but didn't reappear, and ultimately triggered the ending with the knight invisible. I'm still impressed that the game handled this situation.
I had a Power Cloak and Golden Armor, so looked extra shiny, too. Fortunately I reappeared on the final screen. I like how the combination of items affects the character, and it makes it much easier to remember what I'm equipped with.
glitched the game and managed to fall out of a room as i went into it, then i suppose i was under the map and was able to complete the game by just walking right. had the cutscene at the end without me in it
Pretty good! My only complaints are that shops should be more common or appear earlier in the game than they currently do (playing the game is very similar between attempts before you reach the first shop), and that wall-jumping in tunnels that are more than 3 blocks wide (like the one with the bat) feels unfair.
I've been playing this for a while and LOVE the game! I like the variety of all the collectibles and their effects, and honestly think the odd wall-jump is a good mechanic that serves to make the game harder- my only issue is that now I've gotten used to it, it messes me up in OTHER games. It's interesting to me how many new things there are to find in the game each round- in the past three days I discovered spider armor, power cloaks, and the ball & chain, not to mention a few all-new rooms! Really well built overall, and super fun to play. Thanks for the great game!
Oh yeah, one more thing. Every time you die, the prices in the shop increase by one coin. This means that the game is PUNISHING you for being bad. Eventually, a bad player will have to reset the game and start all over again, because this game PUNISHES you for BEING BAD at it. Please. Either REMOVE this feature, or add the OPPOSITE, meaning that every time you die, then prices DECREASE, with a minimum price of 8 coins for the healing potion, and a minimum of 12 coins for every other shop item.
I finally purchased some awesome upgrades and then lost them 30 seconds later. If we could keep our gear after dying this would be a perfect rogue-like, but instead it's an 8/10 great platformer. The soundtrack is also amazing and reminds me of loop hero that is known for its excellent sound track! Thank for making such an excellent game!
@Huwans , I'm not saying it's inherently a bad idea, but keeping gear after a run is kind of against what a rogue-like is. That being, a rogue-like is a game where the only thing you keep between runs is your knowledge of said game.
In game design, the word dungeon is used broadly to describe any labyrinthine complex (castle, cave system, etc.) rather than a prison cell or torture chamber specifically. From tabletop and role-playing games to early computer games, to the busiest contemporary online worlds like Roblox or Minecraft, dungeons are ever-present components of virtual realms. The dungeon as an organizational logic has spread from virtual spaces to social media, metaverses and online retail experiences.
The sculptures and paintings mix digital and analog technologies, including rough and ready 3D prints (some very crude and others more high resolution) and traditional media like oil on canvas overlaid with digital print. The painted maps and sculptural artifacts are rough, touched; forged together in unconventional combinations of surfaces and techniques. Translating the virtual into the tangible, Dungeon synthesizes a visceral impression of a world between realities.
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