I spent so much time playing this I almost forgot to rate it before the jam ends lol! Great game! I found the best start for chapter 1 was 2 100 gold turrets and a canon, but I’m still trying to get through the last waves. Really fun!
inferNull
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Really well done! The first thing I did was goof up walk on the spikes. As soon as I figured out what I was doing I got the feeling it was a standard retro game. Well put together, especially how the music changes.
If I had to rank the powerups:
dash fireball shadow bolt idk aegis shield
Was very happy to get this screen! Good work!
Yes.
RNG
The RNG is based on when the game manager wakes, it will make a random seed based on the time on your pc clock.In truth I originally made a rogue with a very different rng. The original minimap also had a humorous bug; the map was not north facing, but east facing, so all my code on it was a workaround. It was a simple room with 4 boolean walls, an array, and an algorithm to randomly deconstruct walls and an algorithm to find the exit.
However it was graphically bad to watch and I wasn’t satisfied with it, so I checked various tutorials, one of which directed me to a much more simple, but efficient algorithm to do it (It even directed me to kenny.nl for the spritesheet!) I fine-tuned it to my liking adding a few of my own twists on it until I was happy with it.
Initially the player was meant to start off with the map, but I wanted people to realize they could explore and pick up these treasures.
I don’t want to give away too much, but the treasures will randomly spawn (except the map is always spawned on the first floor.) The early floors are also very quick to explore and win. The reason I did this was because the early levels were meant to be tutorial levels. If the player wandered to the door first and wondered why it wasn’t working they should notice the keyhole on it. Then they go to the next room where they might encounter a few smallfry enemies. Then they see a map and pick it up and it explains the minimap function. Then they find the key and open the door.
Controller input doesn’t work? What gamepad are you using (xbox, playstation, custom, etc?) Did you click on the game before using the controller? And lastly what browser are you using?
It’s not a bad idea, in truth I had originally considered making it so that any collision would break invisibility (even picking up a coin) but I judged it too weak. Also, even if I wanted to, I can’t add new features since the jam is closed, the most I can do is fix bugs.
EDIT: Are you using the joystick to try to move the character?
The gamepad controls only use the d-pad and the south button
I’m glad you enjoyed the game and played so thoroughly into the postgame.
Needing to use the mouse after the engagement when your invisibility gets removed is not expected behavior, and if it’s happening, it’s a bug.
Did you use “Z” to confirm or “A” on the controller for dialogue windows? Besides clicking the buttons, those are the only two ways it should be closing.
As per the gameplay, the invisibility treasure you got I judged was too op. I loved the effect too much to nerf it, but still didn’t want it to just make the game too sneaky. The enemies you encountered, as well as the slime swarms were meant to counter it and make approaching each empty room a bit nerve wracking and not as easy as the early levels.
And as much as I’d like to have added a few more things (I originally wanted to make a dragon on the 10th floor with some special abilities for a secret ending, it would have had its own last stand and summon some minions when it last stood and fled) I barely got what I wanted done and spent the day I was expected to take off and relax fixing a few game breaking bugs that never showed up in my earlier tests.
First, I do like how this game starts you out of danger so you can relax in the safe zone and test out the controls.
Second, the animations and overall gameplay is pretty fun. It’s sort of a fantasy themed bullet hell in a way.
Although it’s probably a bit too hardcore for me, I did have fun playing. I died 11 times trying to get past the second room.
Eventually I made it to the third room but I got quickly obliterated.
OK, it's fairly obvious she poisoned us.
First, she sends us in the bathroom to get a scissors when she has a knife, something you can point out to her. The goal is to get us out of the kitchen while she messes with the food.
Second, she has the antidote as soon as you start feeling unwell, almost like she planned it, possibly before you were even sucked into the game.
Third, what were the scissors even doing there? Who puts scissors in the bathroom? Was she cutting herself? I doubt it. I think the reason it's in the farthest room is to buy her some time.
Fourth, I have to point out the author made it clear, even if it looked like she was eating, her plate was full. So I'm guessing since we're in a game world, she can play an animation of eating, without actually eating.
I have to ask though... why did she mess with the food? I assume it's some method of keeping us permanently in her world? Dependent on her for survival, maybe?