ahoy
we played dungeon watchers on stream
https://www.twitch.tv/videos/2190078151
starting at 2:05:10 and until 02:57:00. we had fun but broke it a bit!
ahoy
we played dungeon watchers on stream
https://www.twitch.tv/videos/2190078151
starting at 2:05:10 and until 02:57:00. we had fun but broke it a bit!
Thank you for playing the demo, watching the video help me found bugs I didn't saw, but I already know how to fix them:
- When you select a character, there's a INT variable that changes, 1,2,3,4 are for Luna,Zelvy,Iris and Selene, but everytime you go to mastery it resets to 0, which made the not know which character spawn in the map.
-The Ice Aura have a static Bool for check if it was activated before, this is part of the old code when I wanted the player to not spawn many ice auras, I will remove it.
- Enemies disappearing when they are too far from you, this is intended. It optimize the game but also give the opportunity to the player to have a higher score, if the player makes a good build, will defeat many enemies and level up, if the player run away instead of defeating the enemies as the DUNGEON WATCHER he/she is, less XP and less score.
I will balance visual effects and tweak the game progression of the characters, but making broken builds will be part of the game:
See those games?, I've been playing the games from the same genre (because I myself didn't even play this type of games), and after reading reviews of those games, my conclusion is that people wanna "broke" the game, watch gameplay of Vampire Survivors or Soulstone Survivors and you will see how all the screen covers in projectiles and explosions to the point you don't understand what are you watching, even I get lost many times in VS because I can't see anything, its madness.
I also at the beginning I thought, for example, that too many thunders is bad because they block the screen view and where too shinny. But, in November of last year I uploaded a small demo on Newgrounds (ver 0.0.2) and I remember a comment telling me how fun was too just pick "more thunder" and not shoot a single fireball...
Anyways, the challenge of this type of games is balancing the "power level growth curve", I want the player become a OP menace by the end of the round, but.... not so fast.
Well I gonna start fixing more bugs and prepare to rewrite a good chunk of the code because I learned last week C# events and inheritance, and there's a lot of potential for those, I already have some ideas.
Again, thanks to everybody who played and give opinion on the game, they were very useful.