Shit, didn't realize one was going on, god it is starting so soon. Is the end date final as well?
Castle Dev
Recent community posts
>mminit
Thanks for the feed back, the combat wasn't supposed to hang up. I'll work on it a bit more.
The 0 damage is a result of the player having no energy left. Waiting/ or defending restores energy between turns.
I'll try to add some more ques that the player is tired. Maybe I'll hide the aggressive actions all together if the player has 0 energy.
Okay! The new screen shot with the button layout explained everything just fine.
The fight seemed a bit easy, you could probably get away with making it a bit harder. At least hard enough so that someone whose never played it before might lose.
Also I'd suggest having any of the special scenes, take [press any key to continue] for simplicity.
Had about 15-20 minutes gameplay, before I think I encountered everything. It's just the 4 mobs right?
Some torches/ shadows would go a long way in the tavern. I would love to see the experience in the hud.I wasn't sure what jumping into the hole at the end does, or even if that was the end. Maybe for a sense of direction, each floor could have a key and the last door of the floor can have a lock on it.
This is a great idea man. I'd suggest in the window prompt, when the user searches for something, give them a couple chances before just giving them the default card. Something along the lines "You searched for ____, ____, 3 images were found, do you want to continue? (or do you want to try searching something else)"
I was expecting the cards to cascade out for winning.
I don't know the size of the images the game downloads, but a card viewer/ inspection would be cool for won games, maybe the user could double click a card, and it shows a full screen version of it.