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Pretty cool game! It does seem like there is not much reason to stay on one level if you have seen the exit already, so you can just run past everything. You could try to add more allies, but the controls are not really precise enough to recruit enemies consistently without taking damage in the process. That and your allies often go on a suicide mission. 

The procedurally generated levels are really nice, never had any issues except enemies spawning next to you. Well done in a week time! Really cool game, and even more if polished up!

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The mages especially like to go on suicide missions, I gave them a wider detection radius as an enemy and didn't bother to change it when they convert. Something to look into tweaking. Also thinking of what to do to promote sticking to one level. Probably randomly generating  a key / enemy drop / some puzzles (I don't like the idea of forcing the player to execute everyone on the floor so much).  BUT before any of that, the combat would need to be polished. I actually had a skeleton npc prefab finished, but didn't add him because he kinda broke the game. So your thought process makes sense. Thanks for the feedback, I'll make sure to check out your game as well!

Those are some great ideas! You can also reward players for actually heading straight towards the exit, like refilling their health or adding an ally if they go to the end in 10 seconds for example, while also having the things you just mentioned. It would give players more ways to play the game, and adds a lot more replayability!

Also, not adding something that you already made but not putting it in the finished product because it breaks the game is a hard thing to do, good on you for making that decision!

Will definitely test that out, thanks for the idea! And yeah was upset about the skeleton but I won't give up on him just yet. Will try again after I fix up the combat