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Amazing game! I have played for many many hours, I love it.  

I was thinking about developing a game like this for a long time: singleplayer-autobattler like pokemon, etc, etc. And I searched and searched the internet for ideas and found your game... And It's all I was looking for!

There are certain mechanics that I personally don't like at all or find simplistic. But, you know, those are the typical thoughts that come to you when you look at it from a creator's point of view: "I'd do it this way", "I would change this for this other"... Things like that —Always happen to me. Especially with the games that I like to the point that I imagine myself developing them. 

Oh, god, seriously, I'm loving it.

Having said that, I have encountered some bugs:

-In the event in the 3º floor with pilgris (the fire monster), the creature fusioned with the incorrect item. He fusioned just with the penultimate one equiped, I remember.

-When I unequip the vampirism fang item (the item that decreases the hp), the creature keeps the decreased hp.

-Sometimes when I use the artifact supers the zoom keeps in the screen.

For this time, that's all. 

***

I was thinking about your game and I would also like to ask you: how you have solved the system that calculates which position (for a creature) is the closest to attack ? 

I'm reasoning that it would be the best...

Maybe, from a position, simply calculate what is the physically nearest? (Vertor2.Distance() or something)

I was spinning it and it occurred to me to ask you. Of course, I understand in advance that you may not want to answer this xd.

I think I have written too much, It's a headache for me to write in English. Anyway, a greeting and thank you very much for giving us this game, Jay.

First, thank you for the kind words, I'm glad you liked it enough to write so much!  I also get the feeling of "I would change this" when playing games, so maybe mine will inspire your too!  If some things seem simplistic, originally this game was supposed to be a 2 week project.  I just kept working on it for 5 more months and it got somewhat bigger :D.   The bug reports really help too, I will have to look into them.  Im not sure I understand the first one though was it this event? 


For the Closest Distance I actually used to do a distance check but I wanted the front row to always be hit first, so I changed it to be explicitly: Hit the enemy in front of you first, if nothing there, hit the space above that, if nothing there hit the space below that. If theres nothing in the front row, it does the same check but for the back row.  This way its predictable and always the same, even if I move things around.