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(+1)

Thanks for playing!

  • I can't be sure this is what you're talking about, but maybe the knight wouldn't move because he was out of Action Points? Was he playing an animation shaking his head when you tried to move him?
  • Good point. I forgot to add that.
  • Also a good point. I kind of wanted to have both but that wasn't really an option. I wanted the player to have an idea of each enemy's total HP though so I went with this. I do understand what you mean though.
  • I made the HP bar on the left animate when you're long on HP but I guess I can make it more visible, or maybe give the knight a pained animation to represent this.
  • ty
  • It is intentional and the game does end in that case, but only if the tetris board also fills up. This is because, in theory, by playing tetris and changing the layout of the dungeon, eventually you may create a path for the knight.

Thanks again a lot for playing and for the feedback.

(+1)

>This is because, in theory, by playing tetris and changing the layout of the dungeon, eventually you may create a path for the knight

Ohh, I hadn't realized it but I guess that makes sense. I've had situations where the knight was walled on all 4 sides, like being stuck on a one-tile island with nowhere to walk (and no action points). But, if you drop a tetris  piece with an unwalled edge next to the knight, would the spot you're stuck in open up to accomodate the new piece? In that case it would indeed be possible to un-stick yourself.

>I can't be sure this is what you're talking about, but maybe the knight wouldn't move because he was out of Action Points? 

Nah it wasn't this; there was no animation or anything. I feel like it happened when I was playing quickly, like if I move a tetromino around, walk one step, press fast fall, walk another step, etc. Like if a coroutine got stuck/cancelled somewhere. I should also note that I was playing on a controller though.