Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(4 edits) (+1)

That's a good question! The timer of your fuse seems to indicate that shorter sections are better suited for your current gameplay. In addition players also lose time when they receive damage from enemies and blow up. But I think it could be a very interesting twist for a rouge like dungeon crawler. The fuse allows lots of interactions that could be engaging, like a consumable that stops the fuse or refreshes the timer. Personally I would build a small prototype for a week to test if a rogue like could work with this mechanic. Since you have to use your own life to kill enemies it could lead to avoidance of enemies, if the players have a longer section in front of them. If you want to make a rogue like I would add more mechanics that allow the player to regain life (or explosive charges).

I imagine that it could work for a fast paced gameplay but I would test this hypothesis with a prototype.

(+1)

Yes you are absolutely correct, I am thinking of creating a prototype to test that out and most definitely I want to give a mechanic to get more life while the game is running and also a buff debuff system ( timed and run bassed), I created a buff debuff system for another game jam last year I'll borrow that I guess 😂 ("Ronins Dilemma"- you can check it out from my profile)