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Default FOV is at 60. I personally play at 80. What was the FOV you found best?

After you suggested it, I played 0.2.13 with 80 FOV which felt better. Although I can't be sure that it isn't just because I got more used to the game.

all music, or just specific songs? I got different songs for different templates, training room, and menu.

Sorry, I wasn't clear. This only talked about the difference between the dungeon run music and the music that pops up when you open the menu. Feel free to ignore it, but I would have expected just a more muffled version of the dungeon run music.

It would be interesting to know which rooms at the start of the game you found more difficult

Early on, the most difficult rooms are those where you can't see all doors (like having a wall in the middle or smaller sidepaths). Rooms with green sludge are also difficult since you lose a lot of time as a beginner, unlike the lava rooms where you might not care about the coin loss.

I aim to have a working game before I start adding adult content.

I'm just afraid that at that point you will burn yourself out, since there will be nothing else left to do.

All heart rooms are going to be very different when I get to replacing them

In that case, please stop time when you enter the heart rooms. I imagine I'd be too stressed by the time limit to check them out.

My reason for that is with randomly generated rooms I have no way of predicting what sort of information would be the most useful.

One way to handle this is to make specific "tutorial" dungeon rooms. So the first dungeons the player runs through would actually be specifically crafted to serve as a tutorial and introduce new mechanics. Afterwards you start up the random dungeons. The player, not knowing anything about the game, won't notice that the first few dungeons aren't randomized.

(you can check heart requirements while in dungeon)

I never thought to check honestly due to the time limit.

ok, I am going to change some default settings like the FOV and turn on automatic tooltips.

I might not change music when pausing the game as well.

Early on, the most difficult rooms are those where you can't see all doors (like having a wall in the middle or smaller sidepaths). Rooms with green sludge are also difficult since you lose a lot of time as a beginner
yeah, it is my intention to not always show all room, but maybe those are also too hard for beginners. I just don't want new players to see all rooms as just cubes. Most rooms with sticky slime pools should not appear until template Baby Steps+. I am going to change the spawn room to make it less punishing.

I'm just afraid that at that point you will burn yourself out, since there will be nothing else left to do.

It's ok, I could always start coding another game while making assets for this one. I am more likely to slow down development due to ilr things, than burning out on my passion project.

In that case, please stop time when you enter the heart rooms. I imagine I'd be too stressed by the time limit to check them out.

I don't know about completely stoping the timer in heart rooms, but there is a seal in the game which maxes out exra time when you approach hearts for the first time (it's really good when you increase your max extra time too).

One way to handle this is to make specific "tutorial" dungeon rooms.

Yes but teaching things during dungeon runs would completely break the flow of those runs. If I put optional signs for reading in front of some jumps explaining all the possibilities, players that would read them would feel like I am just extending the tutorial with more writing about some edge cases.

I never thought to check honestly due to the time limit

The timer pauses when you open those windows.

Thanks for all the feedback, and ideas on how I can improve the game.

Yes but teaching things during dungeon runs would completely break the flow of those runs. If I put optional signs for reading in front of some jumps explaining all the possibilities, players that would read them would feel like I am just extending the tutorial with more writing about some edge cases.

I wouldn't add signs there. Just give the player the big jump, and include a room with a very large wall that requires that jump. Maybe add the explanation in the pause menu. But I can also see your point of view.

Good luck with the further development, I'm looking forward to it!

oh, the thing with my dungeons, they can all be beaten with no mana. All rooms are designed that way. So there would never be a room where you have to use e.g. power jump.

Players overusing abilities when they don't need them is something I saw many times, but that's something they just gotta learn on their own I think.