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(2 edits)

Hey thanks for all the detailed feedback. Yes the game is still very basic at this point.

Item swapping -- Since healing potions are in abundance, I simply use one before opening a chest if my inventory is full. The way the map's info is tracked currently doesn't lend itself to "drop" items and pick them up later very easily. At some point I do intend to refactor that. 

Seen Areas -- I tried implementing this. I'm currently using ROT.js and can't seem to figure out how to get the the FOV utility to draw already explored areas. I know it's possible as other ROT.js games have achieved this, but because I couldn't figure it out, I opted for the minimap.

Corpses -- I plan to add some corpse functionality at some point.

Stairs -- Yea I guess I'll go ahead and mark them on the minimap.

Leveling -- No leveling yet.

Chests -- Currently there are only 2 items in the game. Scrolls of Fire and healing potions. Chests currently have a very small chance of giving you a scroll. I made the chance so small because it's a powerful, no miss item that's capable of killing all current monsters with one hit. I'm going to increase the drop chance I think. I'd like to see it pop more often.

Dungeon Levels -- The dungeon is currently infinite amount of levels. When descending the stairs, a new map is generated. Currently the only "goal" is to see how high you can get your score.

Info/Message tabs -- I'm not entirely certain what you mean with what you've mentioned here, but the info and message tabs aren't being rendered by the game, they are simply HTML elements on the webpage itself.

Equipment -- I would like to implement equipment, but I don't really have any ideas for what to implement. I guess I could implement scaling difficulty for the monsters? Right now you start with +2 defense and +3 attack. The way combat works is each number is represented by 1d6. For example when the player attacks, you roll 3d6. Anything over a 3 is a success. If the monster has +2 defense, it rolls 2d6. Any successes are subtracted from the player's successes and that's the damage you deal. So if you roll 3 attack successes and the monster rolls 2 defense successes, you deal 1 damage.

I would like to implement more content/systems/etc, but I'm just very much out of cool ideas.

Thanks again.