ok this is beautiful and i need to make something like it now
Lord Drageon
Creator of
Recent community posts
a downwards dash would be a good idea- while the gravity thing is intentional, i've gotten a lot of feedback that agrees with the fact that its annoyinger once you've defeated enemies and are waiting to get to the floor.
you're probably seeing my terible code relating to making grounded enemies stay grounded, because i know for a fact i ensured that your gravity doesnt affect others.
i see that point, maybe i'll add a keybind that highlights enemies momentarily if there are any(and increases downwards vel if not)
invetory sorting is a very high priority, and i get the hunger drain might need to be increased- i just dont want to increase it too much because it can be annoying
its low agency, yeah- though just being transformed fully wont reduce it below 5%. death does reduce agency slightly, so if your agency's already at 5%....
this game is a lot of fun, with good mechanics and systems.
I usually don't enjoy overworld turn battle sims(preferring turnless/realtime combat styles) but you made it (relatively) easy to deal with!
the transformation system is really well built too, especially the spreading mechanic.
Alas, that i would build a game like this, but my games just progress in scope absurdly- damn scope creep!
quick question- did you use a drunken walk with occasional flood fill algorithm for generation? if not, what did you use? it generates very interesting corridors.
AMD Ryzen 5 4500U with Radeon Graphics 2.38 GHz(are these the specs you wanted?)
built in resolution, 1920x1080
and it feels like i'm walking through molasses on High. on low it feels playable, but slow. it feels like a good game with solid concepts, but it's not something everyone can play due to its requirements.