Thank you! And yes, as you saw already, there were some timing and technical issues that I was running into . Only been using Godot since June, but I did it and pushed myself out of my comfort zone.
As I update this definitely things I am adding/cleaning
- up to 2 attacks for each enemy, and up to 4 abilities per enemy (though I think in my notes, the most any have is 3)
- Definitely more sounds, from fireball, confusion, footsteps, dripping water, etc. I am all for the immersive experience and it bugs me I wasn't able to get that going in time for you all.
- The Procedural generation will change into larger rooms. The spawning of the room type and what is in the room will follow the same general rules as now, while also adding in loot crates as well for equipment, and ability books for learning/leveling up abilities.
- Absorption system - Instead of "dropping" items from inventory, a player can choose to absorb it for a fraction of equivalent XP to level up faster (Yes, there are player levels in the game already... you probably noticed you healed occasionally. That was you leveling up. More hp, etc)
- Full menu to allow key binding, volume level adjustments (Although I am glad I was able to at least grab the mute button from my bricked game last min). I knew these games would be streamed by some, so I try to make things that are stream friendly as well.