Thanks for your feedback! We hid the stamina bar for immersion purposes, but it seems like it doesn't work out. Anyway, I'm glad you enjoyed it.
blinyadebil
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I'm glad to hear that you enjoyed it! Yeah, I think the game can be challenging at first, and a more thoughtful difficulty curve would make it a much better experience. Maybe dividing rooms into pools based on their difficulty and spawning them according to the player's score would solve the issue. Letting players memorize room layouts in small chunks instead of throwing everything out at once.
Thanks for the feedback! Dying because of the unseen treat is indeed frustrating. My solution to the problem you describe is that the tile next to the wall is always safe, unless the hole that you dropped from was in the center of the room. That's a strict rule, so when you're unsure where to land, you can hug a wall and be okay. I understand that this isn't the best solution, and the game doesn't tell you about it, but that's what I came up with during the jam. Levels are generated at runtime. They're a sequence of randomly chosen, predetermined layouts chained together. That helps with the "leap of faith" problem further, since skilled players will start to recognize generation patterns.