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(+1)

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. 

(+1)

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.