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(+1)

Thank you for playing!

Does the movement feel slow outside only or in all of the game? You can find upgrades to increase it; later on once there's more content variety the game will scale more and faster. You cannot attack in the outside room due to the way level completion works at the moment. May allow it, but for now there's only one character either way.

You have to confirm to enter because it's reused from shop doors atm. Transition is highly WIP; one thing I didn't want to do however is connect the rooms or have a "logical" transition, because the game branches: some stages (going by number) can be a different room each time, and there will be extensive branches once it's finished too. Atm you can get some random rooms at some points, and later in the dungeon either one of two branches (you'll notice they have a title on screen) - this is the "groups" in the dungeon editor, by the way.

Similarly the reason you cannot move manually to the next room is that I cannot afford the space to place a door in all the levels, so outside shops it's just more of a decoration. I may make it so there's always a door visible in the future, but it may still not be related to exiting the room. The reasons for that is that it takes time to do so (though arguably for some that may be preferable, but I've already had people saying they want the game to take no breaks) and that it would compromise the layout of the rooms; for example, you couldn't then have a map where you're isolated in the middle.

When you don't have enough money, it says "You cannot offer // What you do not have". Was this not the case? Either way, this is placeholder as the upgrades system will allow for "stealing" in the future.

Variety will improve once I get the time to add more enemies and upgrades, hahah. Obviously the very few present now won't carry the whole game. The second character is a cameo from another AGDG game, and is definitely not meant to be seen as the "proper" way to play the game. I think you should be able to right now, though. Jump with M2 and attack with M1. The combos are written out in the character selection screen.

Thank you for taking your time trying out the editors! In regards to level editor controls, RMB deletes "at" level, meaning if you're holding a tile it will delete tiles (and objects), but holding an object will only allow you to delete objects, and won't reset the tile to the biome's default. The dial selector is optimized for speed, but admittedly you have to get used to it first. I will try my best not to have more than 6-7 items per wheel, as that would get far too annoying indeed. I will maybe look into having a palette, but I think once you get used to the dial, it's quite superfluous.

The bigger tiles and the meadow biome at large are meant to be used for entrance rooms. These are not "gameplay" rooms and benefit from a more organic look. Some "weird" tile transformations exist in order to allow better overlapping of elements in these rooms; for example, the large wall has a ruined bit that extends if it's at the edge of a wall segment. This way, it can merge into dirt walls and slopes more elegantly.

Could you please provide more info in regards to the dungeon editor? It's true that adding and sorting levels is quite jank at the moment, since this editor has definitely not been the focus of the development for now; just making sure it works, which it should. I've not encountered any issues, so I would appreciate any details you can give me.

Eventually, I plan to have a 3d character selection screen where characters you unlock are striking some pose as you suggest. Just not yet! I may also make it so the level clear animation (which doesn't yet exist, if ever) zooms in if playing in singleplayer, but unsure. It may get old quick.

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I didn't get to any movement upgrades, but its the same rather slow movement as it is outside. I just think a bit higher default movement could work well, but thats obviously also a balancing Thing.

I don't really get the whole no doors Thing, but I'm probably just to stupid to understand it. Whats stopping you from attaching one of your branched rooms to the exit door, just like in the Shops? I understand that it'd limit your Map making tho. 

It did say 'What you do not have' I just ment that it sounds like wrong english to me. But I'm ESL, so obviously I have no Idea what I'm talking about there. 

The second Character worked, I just don't understand why its a sidescroller one. Its horrendous to get into the Dungeon, and to jump right next to an Enemy in order to melee attack it and so on. And you could easily build unbeatable levels in the Editor for them. Even as a non-proper cameo this just doesn't really work.

I can understand a Dialo selector as an additional tool to quickly cycle through similar pieces of walls i.e., but a proper Palette on the Side would be nice, and faster if you want to make big jumps in the selection. Like going from Enemies to Walls, you'd only have to do one step instead of going up to root and then back down to enemies in your Dial. Especially if you have a much bigger selection of Things later on.

I don't know what more to say to the Dungeon Editor. It works, I can add and remove Levels and Groups, I can move stuff up and down, enter and Exit groups, and save and load Dungeos. I can only play those througfh the Dungeon Editor tho, I can't select them anywhere in the normal Play selection. That the Dungeoneditor keeps a copy of the level instead of just a reference to it seems odd, personally I'd prefer it, if changes I made to the level would directly be reflected in the Dungeoneditor. Theres no Hotkeys and the interface itself is a mess. Again, it works, apart from playing from the outside, but I think it should get a complete UI redesign. Hotkey support, better display of the overall structure/group structure you're in, less wasted space, Tooltips for the buttons and levels when hovering over them, so you don't need a tutorial for your Editor, grab and pull to reorder levels, all those Things. But as it said, this is probably just super early in development.

Also if you model no outside Walls, your Fireballs never disappear, so you can make levels where you run out of Ammo easily.

You don't need to go up to root; you can hold Q W E to open up the dial at various levels of the tree depending on your current tile. Typically (i.e. following the design of the official dungeon) you'll want to use enemies from the same biome - if not, you're free to freestyle it but yes it'd take longer to switch. I don't see how a menu would really solve this though; perhaps you could just have a long tree list but it'd still take some scrolling to get to another biome.

In regards to the dungeon editor, apologies, I meant info on the bug. Yes, you cannot play dungeons outside the dungeon editor, but playing a dungeon there is the same as playing it from the menu really. Just, only with the first character. It seems as though you can load them now so I guess all is well then.

The reason why it saves a copy of the levels inside the dungeon and why you have to update them manually is so that you can freely share just a dungeon file with someone else and they can then play it right away. If you also had to share all the level files it'd become a very bothersome process. In the future, this will be simplified by having a button to update the levels and update all, and probably an icon to show there's changes.

Unfortunate side effect there with the meadow tiles. I'll work up something to maybe delete them once they're offscreen, thanks!

What I mean is, if I'm in the enemy menu, but decide I need a wall there, I'd have to go up all the Way, then down all the way through the Wall radials. With a full palette on the side, I'd just have to click on the Wall. This isn't really noticeable with how little there is, but if you have a lot, it could easily become a lot. Like, going up from fireslime to slimes>smallenemies>enemies>actors>entities>root>>statics>walls>dungeons>broken>brokenWallTypeA. or something like that. 

Other then that, its really just Work in Progress stuff I think. 

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I get what you're saying, but there will only ever be three levels to the dials. Still, will consider a side menu in the future.