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Just made a small update which fixes some bugs and adds some features that players wanted.

In terms of gameplay, the engagement issues from the demo haven't changed. The game loop is well-defined (maybe too well-defined), but there isn't anything else to motivate players. Right now, the unconventional gameplay is the only thing that draws players in. Once they get used to that and win a game, there's no reason to keep playing.

A few players mentioned that the game could be used to teach typing in schools, but it doesn't have a WPM or accuracy counter yet. A persistent score for each successful run, calculated from completion time, accuracy, WPM, and characters/wards remaining could be enough to motivate players. Achievements are popular in other roguelikes, but I'm not sure how to implement them, so they'll have to come later.

Now comes rewriting game code (hey, at least I left comments) to accomodate these features.