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(+1)

This felt really good and polished, you worked roughly the same as me but with much more content I feel jealous! lol
One thing I would add though is that some cards I didn't really knew what would do so I didn't pick them because of that. I also felt the knockback didn't worked sometimes. Sometimes enemies would also randomly run circling me for no reason to. 
Btw how is the maps generated? I'm very interested in procedural generation and always like to understand how people do it.

Haha thanks!!

Ya i feel like the clarity and even variety of cards was kinda underwhelming, but maybe I'll release an update.

The knockback was odd, because when I tested the game, it was WAY too OP so i nerfed it quite a bit, but it's still kinda busted if you pickup like 3 or 4.  I could have fixed this with a pickup limiter or something, but i simply ran out of time unfortunately :/

lol the AI is so hardcoded XD The enemies will just switch to following a random point of the player radius in random intervals, so potentially (if you're lucky), then the enemies can just run in circles :P

For the map generation, I took inspiration from @heartbeast.  I basically have a huge room filled with "ceiling tiles", and then a script will start in a random tile, move a random amount of steps, turn -90 to 90 degrees, and repeat this process a random number of times.  Each tile it passes gets removed, and then the autotile data is reset afterwards.  I also added some random room shapes, thicker hallways, and some other stuff.  After that, I used an array of all the removed tiles to add stuff like grass/sand shapes, walls(and torches on those), and spawn entities.