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(+1)

i love diabloclones so much its unreal

I played through this twice today - once when you first put it on itch and again just now. It was fun! Reminds me of old times when I was still doing the basic features for my own game.

I like the NPCs and their dialog! But man do I wish you would have fastrun in town. That's one thing from D1 I sure don't miss. 

I got into the cavern and slayed some Gobbos. Got the standard gear drops, no issue there. The level is huge, so I turned on the minimap, which is ALSO huge. Can't move/zoom out, so it's not that useful. Perhaps shrink it down a bit until you implement the rest?

On my first run this morning, I went into the exit and got into Level 2, which looked like this

No clue if this is intended, but that's what I got. No I wont Activate Windows.

In my 2nd playthrough I tried to check if that was a one time bug. My character save remains, and all his equipment is correct, but the dungeon changed! So I went down and killed some gobbos, got some Meat drops, all is well. Until I killed a goblin, and he dropped a shield. I grabbed it midair, which then froze the game! I was still able to move with the mouse, open inventory, magic, etc. but I was unable to move, and the goblins wouldn't move either. 

So I was unable to find level 2, and called it quits there.

All in all, fun stuff! I know that you had to basically remake everything again, so the bugs are understandable. My biggest annoyances are really simple to fix - more movement in town, smaller minimap. One last thing I forgot was the light radius, which would slightly lag behind the player when moving. It gives the game a much clunkier feel than it really is, since it makes me think I'm lagging or something.

Either way, keep it up! Can't wait to see where you take this

green hood gang 4 life

(+1)

I'm glad its working somewhat better than in march now (like at all!) :D

About the big bugs first: 

Your screenshot is 50% fixed. I actually didn't plan on including level 2 for DD, but when i tried on my own everything was pitch black. It may be fixed now since i just forgot to put the tile textures into the right folder lol. The level itself being just one enclosed room is a big bug in my dungeon generator i also took from my first version in march.... still have no clue what causes it.

The freeze when picking up the shield is a new one. However, ever since i included enemy AI it felt like i opened the box of pandora for bugs, so i will keep an eye out for this one.


The smaller stuff will come in due time. The minimap was now just the minimal viable thing to navigate a bit better. Its ugly, its not entierely centered on your char (depending on your window size it might have a little offset in either direction) and it needs fine tuning as you pointed out, so don't worry ;)

Faster movement in town is a great idea, i will check it out later. The light radius is a tricky one, because ts applied everytime the FOV changes when moving. Technically the character has moved once he arrives on the next tile, so until then it "lags" behind for the observer. I will look for a way to make it a bit more accurate without killing the performance.

Thanks a lot for the input and bear with me! Trying my best to honor the green hood!