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(+1)

Well it's more that if something poisonous drips from the ceiling, I'd assume the thing that forms on the ground is also something I'm not supposed to step on.

I know the world map shows how many you need, but I only saw the world map after I beat the first level, and I'm not sure there's a way to see the cost for future levels without getting past the current level?

Oh that all makes sense. Looking at the color of the poison, I might need to change its color and shape. 
Not being shown the cost of the next level when the game opens on the first level is a bit of an oversight on my part. I'll have to fix that.
Thanks for clarifying.

(+1)

Actually, one more thing. IDK what the worlds are like later in the game, but for now it seems pretty linear.

So if you can't progress to the next level without collecting enough honey buns... why not just require a certain number of honey buns before you can go through the exit?

I suppose because honey buns are fungible, which means you could get 100% of the buns on level 1 and then only a couple on level 2 to unlock level 3? But IDK, maybe take another look at your overall game design to see what you want the purpose of the collectables to actually be.

The idea is that each level has 20 hunny buns and requires a total amount of hunny buns to unlock the next level with subsequent levels requiring larger amounts as the game progresses.  I originally had the exit of the level blocked if you didn't have enough for the next level, but that wasn't received well so I changed it.

The total requirement to unlock levels doesn't require collecting all 20 hunny buns for each level. I guess I could try a middle ground for locking the level exit🤔


Thanks for giving me more to think about.