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Oh, that is all intended, I just wish I could’ve provided some more visual feedback and polish those mechanics out (inventory with the tools, and better forgeUI, since this is what I made to implement the mechanic, and barely touched it since, due to time).

 The recipes for the different weapons are basically checkboxes that get pressed through script once you forge an ore correctly, but are all disabled so you can’t press them yourself.
If you’re talking about the OvenUI, I basically copied the ForgeUI, removed most of the buttons, and modified the script, so yeah, the ores that appear (“copper” + “tin” = “bronze”), are all still buttons, which I also should’ve disabled, but I hadn’t even thought about that!

The game is also about resource management, so I decided you wouldn’t be able to swap out tools, and can carry a maximum of 2, so if you already have 2, and forge a third one, you can’t pick it up until you break one of your tools. This makes forging in the dungeon better on one side, since the tools will stay there, you can go break one tool, and go pick it up. But if you forge it in the forge room, and go out of it, you lose that tool.

It is good to know tho that they seem like bugs to players tho, since I thought it could be understood through playing the game, and getting what it’s about, but better polish is definitely needed for a better experience !

Thanks for the more detailed feedback, it definitely helps!

(+1)

Yea, I understand how hard it can be with limited time. I wish my crafting menu had more features as well. I tried to provide context to the user in my crafting interface, but it can be difficult, especially in such limited time!