Thanks for your feedback! More variety in the gameplay is definitely something I’d like to add. Difficulty setting is by far my worst part of gamedev, though. Thanks for playing anyway!
neb.js
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Thanks for the input! Others have mentioned making it a turn-based game, would this make it less confusing? Also, yes, the AI is dumb. I tried to implement the A* algorithm but I didn’t have time in the jam. The current ‘AI’ just alternated between an x and y axis bias. if it’s x it moves towards the player on the x axis and if it’s y the y axis. I would need intelligence to make Artificial Intelligence. Instead I made Artificial Idiots.
Thanks for playing! I was thinking that the movement wasn’t the best during the jam, but I was thinking about removing the tile-based system rather than adding turns. Obviously I didn’t have enough time to do this, but I do think making it turn-based could be an improvement. Also, once you learn basic input and output with html and js, it’s really not that difficult, even in a short space of time. The most difficult part is image importing, but I think I don’t use the most efficient method. Once again thanks for playing!
It was a bit confusing as to what to do. I ended up running into random rooms, looking for stuff. I accidentally found the key, and then door 21 was labeled “XI” which is the roman numeral for 11. Overall, I feel like some enemies could have been nice, as the power ups were basically useless, and there could have been better level design, but the art was good.
Thank you for playing the game! The mechanic was, indeed, a bit confusing as the way I originally made it left no room for level designs, so I made it so there were far to many ifs and elses in the code as to whether or not you could use the ability. And I agree that a better tutorial would have been good, but I was in a bit of time trouble when I was 2 hours before the deadline with no music, only 2 levels and no itch page.
Are you referring to the blue tiles? I just used those as a boundary as due to outside of them being undefined, I needed a way to keep the player within those walls. If you're not referring to them, it might just be a confusion in that whilst you are ghosting through a wall you can't make the other one ghost. I agree, however that there should have been more feedback to the player when you can or cannot ghost throught the walls.