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(1 edit)

° The Red X that shows you where you can't move shows up a little too slowly for my liking, but that's just a minor nitpick.

° It's also a bit annoying when you die or get checkmated because you can't see behind the level blocks, and the enemies trap you on that turn, then kill you the next. Though, this is also minor.

• Pushable objects?

• An enemy that takes up 2 spaces?

• An enemy that shoots a projectile?

• An enemy that stands still and tries to run away if the player gets too close?

• Picking up food while already at the maximum food count turns the excess food into a projectile?

• Conveyor belts?

• Water to work in the same way as food, but obtained through a different manner?

Thank you for taking a gander at my dumb ideas, and I really love this game.

Will sit on the Xs till someone else complains as well. Or I might add a setting for them to instantly fade in. Will add a fade out-in to the end of the animation so you can see underneath. But I also plan on adding a mouse-over tool tip.

Wall-allies can already push objects. Wall-player is already possible but it needs to have its own food clock and I've yet to figure that out.

Multi-enemies are cool. I have added it to my todo list. I might be able to use the code that operates hooks to do it.

Bullet enemies are already a thing. About level 4 I think. A bullet-spawner is effectively a turret.

Flee enemy seems like a given. But it needs something else to spice it up - a reason to chase it.

Conveyor belts require a second layer of data. Right now it's completely flat, with two rectangles that define a container around it. I already have the scroll-block working though. That shoves an entire row or column of glyphs - it wraps around the current room it's in. I just haven't tried it with doors yet, because it's going to be pretty bizarre rolling a door into the middle of the room and opening it (the logic still opens a room outside of the current room, it walks from the door's direction till it hits an edge).