Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
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.