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Thanks for the feedback! Taking things one at a time

I've been brainstorming a mapping system for a bit. the main issue is trying to keep it preforment. This is actually something i feel doesn't need a spell. as it could be made free if the player just makes the map themselves. but if they do that i feel it slows the pace down too much. either way i do plan on adding a map that you can see whenever. 

There is actually already a "run" feature called automove. holding down shift and pressing a direction will make the player move in that direction automatically,, but will stop if they hit a wall or see an enemy.

I've floated around the idea of biomes for a bit now. the main issue is i want them to be more significant then just a color pallet change though. food type and availability could be a decent start, and maybe with multiple exits so you can sorta choose what biome you want to end up in (if you couldn't tell i'm actively brainstorming this as i write this). taking things a step further with temperature control were different transformations could have an easier or harder time surviving in the biome. this is actually a really cool idea and im probably going to implement it. 

 grass near skylights being a food source for herbivores is honestly a great idea and forgeable food hold a lot of promise itself.  carnivores are naturally going to have more of a problem finding food as i really don't like the idea of eating creatures you kill, i'll need to eventually give an ingame explanation to why you can't as soon as i figure it out. but back on topic i can make scavenging for food an action that you can take which passes a lot of time (a generally free action if your not transforming) but i'll need to think on this machanic a bit.

Spells were always a bit complicated because i didn't have a good system for adding them. Doing the card battler actually gave me an idea for overhaling the whole system (cards had very different and unique effects which made it so i had to make a better system for handling them, which applies to spells) this will make it way easier for handling spells and should result in more of them. status effects also can share the same overhaul. 

There are certainly plans for more transformations. the main bottleneck is writing them as i'm not really a writer so the process of making more of them is slow. So they kinda come out in their own pace. 

Transformations actually do give you resistances and weaknesses depending on what your transforming into, it confers the same damage modifier as the enemy scaled by how transformed the limb is.  though the whole system is hard to notice because the hit system is way too complicated. not all enemies hit the same limb so it usually just gives the standard damage modifier. its also the same reason why armor doesn't feel impactful, i'm definitely going to simplify it so armor and transformations effect the whole body instead of the target limb. Also your right nothing deals ice damage, but there is code for it there and i just have to make an enemy deal it, i'm thinking foxes can because arctic foxes.  

the bunny ears should be transforming you after you've had them on for a bit, i'll look into it to make sure they function. the transformation does fail if your transforming into a higher priority creature in the head for balancing. i don't want to clue in completely that the cursed items are bad to wear and essentially tell the player to take them off, at least not for free. i've also wanted to implement the cursed items fusing with the player and them becoming impossible to take off, at the very least without some help. the true goal of them is to have them be powerful yet risky items to use. but i do generally agree that cursed items can be more interesting. maybe having the triggers for the transformations be action affected instead of time affected. 

Thanks for the heads up. yeah i dont think bats should be swinging weapons, especially after have previously taken away the ability to use them. i'll look into this. 

Glad you enjoyed the game! i've always felt that tf related games is still an underdeveloped genera, most of the games that i found are visual novels or twine games, not that there is anything wrong with that but i wanted to see more actual games exploring tf as a mechanic. which is why i decided to make one. this game is still under development, i just took a minor break due to being sick, with the new game being made to help me get back into a flow of making games. 

And thank you for the feedback, i try to take most suggestions and even if i don't, responding to these forces me to think about each element and make a real decision on each thing instead of having a mechanic be the way it is because i haven't thought about it. and honestly i just like to hear people's thoughts on the game.