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Hmm. If I play this game more I feel the enemies in not exactly in the right place.

1. Goblins: They are not "swarmy" enough. In every fantasy I know if there is one goblin there is a bunch more around them. I saw you planning beartraps. Maybe if you step in one there are goblins spawning around the map cause they heard their trap go out.

2. Golems: Simply not tanky enough. First idea is to make him rise again and again just like the zombie. Second: Give him more health but if he dies he drops gems or a consumable.

3. Ass-ass-ins: They are just acrobats and I doesn't see any assassin in them. Maybe make them climb ropes too. Plus they can be invisible when they are behind you and make a noise when they attack. Of course you can see them if you turn towards them.

4. Honey makers: This enemy needs a nest. Maybe some of the maps put down honey maker nests what are spawning honey makers after a period of time.

These are just ideas, you doesn't need to make them. I just love thinking about game features and balancing.

(+1)

There were thing like goblin and zombie spawners in the early days of developing this game. When I completed my second game I forgot that I was suppose to make them. But I think I can use this idea in the sequel (RPG game like Zelda 2 nes).

I can minimize the down time of golem just enough so we can pass him. I originally planned to make an animation where it shatters after dying and comes back to life with those pieces. But I'm not that good at animating just yet.

I didn't meant them to be actual assassins, just the ones that are annoying and can keep up with you over few cliffs. Giving them feature like climbing rope would require me understand path finding (which I plan to understand for my next games)

I not very good at programming. I can only promise things if I have a vision on how to achieve them.