Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Oh, so you are going a different route.

Warning, ideafag ahead: The vision I got while playing was a sequence of small rooms where the game is slow and clunky like it is now, and you have to take down enemies in a puzzle-like manner. Bouncing projectiles prevent you from taking cover. Gryphons require you to get close while using cover. Suppressive fire plays an important role in both directions. Friendly fire and environmental kills are a big part of it. Sorry about shitting up the comment section with this paragraph.

All the rooms were consistently ok, because it was mostly the systems and random situations keeping it together. If you are going action roguelite route then I guess you can keep the room size as is except for rare gimmick levels.

I had no idea it can break root walls, that's neat.

(+1)

No, you aren't too far off! it's true that's the intent; however the max usable room size should remain big as the game will escalate. For the early game however, it's definitely what it's going for. But it's not a total puzzle-aimed game.

If you want, you can try out the included level editor and see if you can come up with some cool rooms! If you share them I'll play them for sure.

(+1)

https://www.dropbox.com/s/m4it1npbkp1v4e4/Small%20Concept.bawb?dl=0

Here's my quick concept. The Gryphs are walking a bit too much by default, so it would be nice to have a kind of wall that only lets projectiles through. Spikes are there so you can't safely use cover. Rather than room size alone, I guess it comes down to condensing level design so that there's less walking and projectiles don't fly for too long.

I see what you mean, the experience is definitely condensed there though I feel like there's less of a chance to get caught in crossfire, which I think is interesting to maneuver through.

You should use Water for tiles you want to be able to shoot through but not walk!