I dig the movement, but I think you've gotta be old to understand that style of controls. Needs a tutorial, cuz it took me quite a bit of time to understand what's going on. But I got it and completed.
Also - the game started in a reddish-field with fence around. I died and respawned in the snow area, opened the door and read the ending, confused. Started the game again - and only then did I read the intro message, so that was broken.
Seems to be too heavy on the RNG currently, 3 enemy encounters will wreck you depending on the sigil spawn. I have no idea where you're going with it, but dying to RNG does not feel good
Seems to be too heavy on the RNG currently, 3 enemy encounters will wreck you depending on the sigil spawn. I have no idea where you’re going with it, but dying to RNG does not feel good
I’m pivoting to making a roguelite, so I appreciate the RNG callout.
I dig the movement, but I think you’ve gotta be old to understand that style of controls
Probably. I think games like Fight Knight and Grimrock make the case for discrete movement being mechanically relevant, but it probably should be the core of the experience if that’s the case.
Also - the game started in a reddish-field with fence around. I died and respawned in the snow area, opened the door and read the ending, confused. Started the game again - and only then did I read the intro message, so that was broken.
I created the reddish field with the intention of that being the new demo level, but didn’t fix the death callback to send you to the start of it.
linux version worked fine for me. the spellcasting mechanic is interesting, but there is just not enough content to really explore it. not a fan of battles popping out of nowhere. how did you get the game to be 400mb with such small amount of content?
how did you get the game to be 400mb with such small amount of content?
I didn’t do any space optimizations since I haven’t had issues with Godot’s binaries in the past. Running strip over the windows binary alone reduced it’s size to 69mb lol.
It was a bad decision on my part frankly. The idea was something like Legends of Grimrock or the classic Megaten games, where dungeons are tile-based, but what I missed is that those games are in DUNGEONS and not large open areas or the movement restrictions are mechanically relevant.
Moving forwards, I’m going to scrap the exploration entirely and just focus on making combat a roguelike experience.
Comments
I dig the movement, but I think you've gotta be old to understand that style of controls.
Needs a tutorial, cuz it took me quite a bit of time to understand what's going on. But I got it and completed.
Also - the game started in a reddish-field with fence around. I died and respawned in the snow area, opened the door and read the ending, confused. Started the game again - and only then did I read the intro message, so that was broken.
Seems to be too heavy on the RNG currently, 3 enemy encounters will wreck you depending on the sigil spawn. I have no idea where you're going with it, but dying to RNG does not feel good
I’m pivoting to making a roguelite, so I appreciate the RNG callout.
Probably. I think games like Fight Knight and Grimrock make the case for discrete movement being mechanically relevant, but it probably should be the core of the experience if that’s the case.
I created the reddish field with the intention of that being the new demo level, but didn’t fix the death callback to send you to the start of it.
linux version worked fine for me. the spellcasting mechanic is interesting, but there is just not enough content to really explore it. not a fan of battles popping out of nowhere. how did you get the game to be 400mb with such small amount of content?
I didn’t do any space optimizations since I haven’t had issues with Godot’s binaries in the past. Running
strip
over the windows binary alone reduced it’s size to 69mb lol.why can't i move freely? feels very restrictive.
i see that you have a spellbook, but having tooltips on hover would help
It was a bad decision on my part frankly. The idea was something like Legends of Grimrock or the classic Megaten games, where dungeons are tile-based, but what I missed is that those games are in DUNGEONS and not large open areas or the movement restrictions are mechanically relevant.
Moving forwards, I’m going to scrap the exploration entirely and just focus on making combat a roguelike experience.
Tried the Linux demo, crashes immediately. Nothing useful in the terminal output, just says it was a segfault.