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(1 edit)


Edit: I forgot to say it from the start but than you very much for not only playing my game but taking the time to make suggestions. Much appreciated.

thanks for the feedback, the map acting that way is intended! I’m glad to see the decision was a good one. As for re-listing exits , look was supposed to do that. I must have overlooked it in play testing. I like the idea for handling longer text. Truth be told that was a last minute fix to an issue I ran into with formatting. Two major flaws I ran into here was how I built room movement and that made my cutscene/dialog text very chunky and limited my interactions because triggers became very complicated for no reason. The other issue is I started with regular labels and when I switched to rich text labels it was way late in the built and had to roll it back because of time. I couldn’t get the formatting just right and I imagine it’s because I didn’t design it with the rich text label in mind from the start. It afforded me a lot of experience though and I have already started a rebuild with new rooms to see if I can expand on this at all.  I am fairly new to godot but I’m loving it so far. I have only been in it for a little over 6 months.

I did see at least one [color] tag in there that was a remnant of you perhaps not rolling back the change completely :)