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Thank you for the in-depth review! 

  • I have seen a lot of 3D games over the years that use the "Moving in the dark" mechanic, but not many in 2D since maybe the late 80's early 90's
  • Thank you! I can only really think of 3 ways to approach this: Mouse for directional look, "Pivot", or if changing direction, the first time you click the key it changes direction before you actually move. I wanted this game to be completely run from keyboard (or controller eventually as well) so mouse was out of the question.
  • Right? Even the abilities (currently just fireball) moves with the turn. There will be more things eventually that determine move distance for each turn, but when I have the game zoomed out in dev mode it's fun to watch everything happen in order.
  • The gradual heal is actually you leveling up. I didn't mention it page because there is no indicator for it. But there are multiple things affecting mobs. Mob strength is determined by your player level added with your fireball level, and the number of mobs that spawn in a room increase each few levels, up to a max of 10 per room. This was the passive aspect to the curse system. 
  • I soooo agree. and I didn't even think to look at the reverb in Godot. That is really good to know.
  • There is a duck sprite... though I have only seen it once after adding in the leveling ;) 
  • Agree! I had planned on adding Health bars to the enemies as well - but... time. LOL
  • I will have to think on the death thing. I hadn't planned on adding number of lives, but maybe I can make it an option, and the torches as a checkpoint sounds like a swell idea.