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(+1)

I initially thought this would support Controller, my mistake.

Camera was meant for moving it from above the Player to below the Player quickly. It should jump to show more of the Area below like it does, but it felt to drastic of a change to quickly.

I tested this on Windows when the Freeze occured. 

I think it's fine if Electric is weak to corrosion, but like with all Elements it should probably be explained/showcased somewhere.

I understand the qweasd instead of 1-6 better after playing for longer, with a brief slowdown instead of stopping, it might work better. It's mostly a Thing of getting used to I think, don't know how Players might be getting put off directly by it tho. (But it is lots better then the usual selection Wheel popup)

I ment the snipping Animation of your Shopkeeper.

If you generate diagonal Hallways, I'd probably prefer Diagonal Walls instead of the current jerkiness, yes. But that comes with level Design, if you adjust the overall Level generation, you might not need or generate Diagonal Walls at all, Hallways currently serve no purpose anyway, so if you generate more interesting Roomshapes then just Squares, and just connect them with as short as possible Halls for connection Purposes, you might circumvent the entire Problem. I wouldn't work on new Wall Elements right now probably, and put that off until you've finalized the Dungeon-creation, and then come back to it for a final polish.

As for Enemy/Element disassociation, I ment allowing Enemies to still have different Elements. So you don't have just balls of random Elements, but more Enemy options. Like a Jerboa spawning, but still color-coded for its Element. Potentiall skew Element variation in Favor of the Enemy, so some Enemies have a higher Chance of being of a specific Element, or no Element at all, maybe some Enemies that have fixed Elements, that then act according to that Element. Like if its an Electric Enemy, lean into the spreading of the Damage, if its a Biomatter Enemy, have it heal others etc.

As for Level Generation, more Roomshapes is a good Start, but you could do a lot more with it. Levels looping back on themselves with you passing by a locked Door to the Exit initially, and having to traverse the whole Thing to get the Key. There's lots of Options to improve Map generation.

I think it's fine if Electric is weak to corrosion, but like with all Elements it should probably be explained/showcased somewhere.

Maybe I could add more elemental dummies to the tutorial, maybe split them into more rooms. The manual does tell you the weaknesses of each enemy but I don't think anyone's really reading that.

I ment the snipping Animation of your Shopkeeper.

Oh, the portal opening one? It does have a particle effect, but I can see about adding more.

Hallways currently serve no purpose anyway, so if you generate more interesting Roomshapes then just Squares, and just connect them with as short as possible Halls for connection Purposes, you might circumvent the entire Problem

I've considered that before, the hallways incur a lot of downtime. I'll try it out.

Potentiall skew Element variation in Favor of the Enemy, so some Enemies have a higher Chance of being of a specific Element, or no Element at all, maybe some Enemies that have fixed Elements, that then act according to that Element. 

I understand what you mean now, making the enemies get dynamic elements rather than fixed variants. That's a good idea for variety, though I'd still have to manually make textures for each possible combination.

 Levels looping back on themselves with you passing by a locked Door to the Exit initially, and having to traverse the whole Thing to get the Key.

Could work, but it's definitely on the backburner.