Treasure Seeker has clearly come a long way since last I played it. I'm happy I was able to largely remember how the game works. I think this game's simplicity is its strength and I am excited to see how it evolves.
I tried the game again this time without spamming buttons and it was actually pretty fun. The game is really fast at the beginning but you quickly unlock enough of the lantern upgrades which makes it a more fun experience, especially considering lantern oil drops works in % so you can stay a good amount of time in the same dungeon. Unless im mistaken there's still some mechanics missing like the artifacts and the crafting cubes so it's normal that the game isn't really balanced. Played like an hour and got to tower level 20, don't know if it changes much but having more enemies variety is cool. I didn't even see that the screen at the beginning had two more buttons for save/load and options, it's a pretty cool way to have a in-game menu with rpgmaker. Game has a lot of potential, i'll try the next demo for sure.
Are you using boilerplate UI? Your presentation needs an overhaul. I open up the game and the first thing I notice is I can't use a mouse to select, then that the options menu is ordered with q and w instead of left and right. I start the game and am assaulted with a bunch of disembodied icons, press right and am assaulted with more icons and controls of things I don't know. I start a dungeon and press arrow keys 3 times while icons shift around randomly and apparently I have cleared it? And then there is a bar draining and I just mash up with no idea of what I'm doing until I win.
After that I go back and find the tutorial was not the default selection. Then I play it and... it's actually fun. Props for the adaptive music, too. The normal dungeon is still a bit janky, though, and there are still way too many things I don't understand after the tutorial.
Thanks for playing. Your review on the tutorial is important as I will use it to project the player into normal gameplay, but with less options available. I'm still working on the main core of the game and the associated systems and I understand it's messy. As for the interface unfortunately, there's almost no chance I'll get it to work with a mouse. My focus is to find a good way to unlock content progressively, make the replaying of the dungeon fun. Once I get that I'll make sure everything can be clear enough to be played with a controller or a keyboard.
One goal is also to add a glossary/lexicon once you unlock the gameplay options, so the player has the choice to either go blind or watch what it does (inspired bu Spelunky).
Comments
Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
Treasure Seeker has clearly come a long way since last I played it. I'm happy I was able to largely remember how the game works. I think this game's simplicity is its strength and I am excited to see how it evolves.
I tried the game again this time without spamming buttons and it was actually pretty fun. The game is really fast at the beginning but you quickly unlock enough of the lantern upgrades which makes it a more fun experience, especially considering lantern oil drops works in % so you can stay a good amount of time in the same dungeon. Unless im mistaken there's still some mechanics missing like the artifacts and the crafting cubes so it's normal that the game isn't really balanced. Played like an hour and got to tower level 20, don't know if it changes much but having more enemies variety is cool. I didn't even see that the screen at the beginning had two more buttons for save/load and options, it's a pretty cool way to have a in-game menu with rpgmaker. Game has a lot of potential, i'll try the next demo for sure.
Thanks a lot for playing, and impressed you put so much time in it. I'll continue to furnish the game and try to make the climb fun and varied enough.
Are you using boilerplate UI? Your presentation needs an overhaul. I open up the game and the first thing I notice is I can't use a mouse to select, then that the options menu is ordered with q and w instead of left and right. I start the game and am assaulted with a bunch of disembodied icons, press right and am assaulted with more icons and controls of things I don't know. I start a dungeon and press arrow keys 3 times while icons shift around randomly and apparently I have cleared it? And then there is a bar draining and I just mash up with no idea of what I'm doing until I win.
After that I go back and find the tutorial was not the default selection. Then I play it and... it's actually fun. Props for the adaptive music, too. The normal dungeon is still a bit janky, though, and there are still way too many things I don't understand after the tutorial.
Thanks for playing. Your review on the tutorial is important as I will use it to project the player into normal gameplay, but with less options available. I'm still working on the main core of the game and the associated systems and I understand it's messy. As for the interface unfortunately, there's almost no chance I'll get it to work with a mouse. My focus is to find a good way to unlock content progressively, make the replaying of the dungeon fun. Once I get that I'll make sure everything can be clear enough to be played with a controller or a keyboard.
One goal is also to add a glossary/lexicon once you unlock the gameplay options, so the player has the choice to either go blind or watch what it does (inspired bu Spelunky).