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(+1)

Thank you for playing. I'm not sure how to polish with some stuff since when I add new things polishing seems like it would be better after added content is somewhat finalized, although not always. 

Laser room has two invisible enemies, which can be seen with shattering the star spell around them with dashing through it. Which the item pickup of it isn't in the game yet, but you can activate it from the menu.

At some point I was planning that mc getting his hat after doing the tutorial owl bits or a mini dungeon of sorts, with sort of a minish hat beginning with daylight and fair and whatnot. But it's a lot of work which I need to focus on the overall dungeons and bosses etc. I plan to change the beginning sometime, especially infodump bit. Maybe corridor would be more noticeable if I put the scroll that way, or something eye-catching for now.

I also like the 8 directional attacks, I like the stabbing zelda attack but it's very limited compared to alttp slash so 8 direction is best way to go I think.

Same page spells and items can be combined. I do understand it's not quite like picking an item in zelda and binding it to a key but I think it becomes even faster compared to that once you're used to it and collected all the items. Also combining spells/items won't get confusing that way.

I should probably let someone else who's better with words write the whole thing. I know what the story will be but I realize I'm not good at conveying that so far. 

And I do want tiles to be very readable and sort of looking like the first zelda (if you squint hard and have really bad eyesight) so I'm probably going to keep them very square-ish and color wise uniform, but I will add some more screen weather effects and color transitions that'll kinda break the uniformity a bit. And little more deviations on background or stuff like moss and mushrooms etc would help with overall monotony, but drawing all those take time and not a priority right now but it will change as I add stuff.