Skip to main content

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

Just gave your new update a spin, see a bit of the inventory expansion bit. Drill feels... a little strong. Also encountered a bug with it, when clearing a board and there's only one rock left, if you drill click on it, you won't have any other rocks to drill through, and thus get permanently stuck. If you decide to keep it, maybe make it so you can double tap the same rock to drill through it,

Also, to expand on the CR-8 reference with its various battery/splitter/amplifier components. For example, you have two weapons currently,one needs 1 power, the other two. But lets say your battery can output only 1 power at a time, then you'd need two batteries connected to your bigger gun to get it to work, or an amplifier which can double the power output of a battery. But what if you supply too  much power to a 1 power weapon or system? Then it could damage your ship with an overload when used, heh.

That's funny, I did the exact fix yesterday (it's not live). The double tap is also useful because I'm adding different type of cell in the mining area. For now, there's lava cell that hurts for 1 (I didn't put energy under them) and ice cells that needs to be hit twice to open it. I was thinking, some enemies could alter the mining area (ex: add ice on cells).

I don't know what to do yet when the battery overflow, it could hurt the player. I'll have to add negative status effect on items. I'm also a bit limited since in "battle mode" we only see the weapons. There isn't enough space on screen for user to, for example, select different drills. Or see all the different batteries and their different effects.

If I understand the idea, batteries could output 1 energy on weapons but they would also need to touch the weapon in the inventory system. That's an interesting idea. I'll write it down. I want to build effect between items but I'm not there yet in my list.

(2 edits) (+1)

Alter the mining area... That actually seems like a really neat idea, there are all kinds of effects you could use. I have the urge to say "and they could plant mines!", but given the play style that could get confusing, heh. Well, unless maybe the mines had a red beacon on them and forced the player to drill 4 tiles around them first to disarm them or take damage or something. Oh, or to disarm them before they explode and damage the player.

Battery overflow damage seems like an ok idea,but would probably only come into play with the power amplifiers that double energy gained. If weapons like the larger cannon need 2 energy and the battery can output only one, or you have uneven total power then that can also make things interesting. Not being able to see your inventory on screen is also an interesting issue, I imagine it like setting up a circuit board before each match and then playing with the results. In backpack hero though, you can choose to move items around in your inventory at the cost of your turn, or each inventory action could be seen as a tick/mining block for the enemies. So, you could potentially swap out the mining area for the inventory temporarily if the player chooses to in a given round to make adjustments if they want. But the general play would encourage setup beforehand.

The items effects are an interesting aspect which encourages the need for management, there are all kinds of interactions CR-8 has between their items, use of empty space or full space, rows of items, alignment, various reactors even, etc. Makes for quasi circuit design, heh.

There's a lot of things to think about here :) I'll have to play CR-8 a bit more.

Status effect based on items placement is something that will be implemented in the future.